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Busy with layer_view options
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0f2fb86cd9
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7 changed files with 187 additions and 47 deletions
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@ -4,24 +4,33 @@ vertex =
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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 int u_layer_view_type;
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uniform lowp int u_only_color_active_extruder;
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uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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uniform lowp float u_shade_factor;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute lowp vec4 a_material_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_line_dim; // line width and thickness
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attribute highp int a_extruder;
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varying lowp vec4 v_color;
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//varying lowp vec4 v_material_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_line_dim;
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varying highp int v_extruder;
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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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varying highp int f_extruder;
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void main()
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{
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@ -32,17 +41,38 @@ vertex =
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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 : vec4(0.4, 0.4, 0.4, 1.0); //a_color * u_shade_factor;
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v_color.a = 1.0;
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switch (u_layer_view_type) {
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case 0: // "Line type"
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v_color = a_color;
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break;
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case 1: // "Material color"
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v_color = a_material_color;
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break;
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case 2: // "Speed"
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v_color = a_color;
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break;
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}
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if (u_only_color_active_extruder == 1) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, 1.0);
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} else {
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v_color = (a_extruder == u_active_extruder) ? v_color : v_color * u_shade_factor;
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}
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if (a_extruder < 4) {
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v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
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}
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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_line_dim = a_line_dim;
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v_extruder = a_extruder;
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//v_material_color = a_material_color;
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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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f_extruder = v_extruder;
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}
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geometry =
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@ -57,10 +87,14 @@ geometry =
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec2 v_line_dim[];
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in int v_extruder[];
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//in vec4 v_material_color[];
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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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out uint f_extruder;
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//out vec4 f_material_color;
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void main()
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{
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@ -75,6 +109,9 @@ geometry =
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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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f_extruder = v_extruder[0];
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//f_material_color = v_material_color[0];
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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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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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@ -241,41 +278,19 @@ geometry =
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fragment =
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varying lowp vec4 f_color;
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//varying lowp vec4 f_material_color;
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varying lowp vec3 f_normal;
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varying lowp vec3 f_vertex;
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//flat varying lowp uint f_extruder;
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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//uniform mediump vec4 u_specularColor;
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//uniform mediump float u_shininess;
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uniform highp vec3 u_lightPosition;
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void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
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{
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float lensqr = dot(mapping, mapping);
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if(lensqr > 1.0)
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discard;
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cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
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cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
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}
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void main()
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{
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vec3 cameraPos;
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vec3 cameraNormal;
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//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
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//gl_FrontFacing = ..
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//if ((f_normal).z < 0) {discard; }
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mediump vec4 finalColor = vec4(0.0);
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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 lightDir = normalize(u_lightPosition - f_vertex);
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@ -283,23 +298,19 @@ fragment =
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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_material_color);
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//finalColor.a = 1.0;
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// Specular Component
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// TODO: We should not do specularity for fragments facing away from the light.
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/*highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;*/
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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//gl_FragColor = f_color;
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//gl_FragColor = vec4(f_normal, 1.0);
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}
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[defaults]
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u_active_extruder = 0.0
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u_layer_view_type = 0
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u_only_color_active_extruder = 1
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u_extruder_opacity = [1.0, 1.0]
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u_shade_factor = 0.60
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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@ -318,3 +329,5 @@ a_vertex = vertex
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a_color = color
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a_normal = normal
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a_line_dim = line_dim
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a_extruder = extruders
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a_material_color = material_color
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