mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-06-26 01:15:28 -06:00
Revert "Merge branch 'bremco-graphics_buffer_update'"
This reverts commit5e60cc6208
, reversing changes made toc9feace0fb
.
This commit is contained in:
parent
0da37ae6e7
commit
41ebd593c5
8 changed files with 152 additions and 124 deletions
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@ -15,7 +15,6 @@ class Layer:
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self._height = 0.0
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self._thickness = 0.0
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self._polygons = [] # type: List[LayerPolygon]
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self._vertex_count = 0
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self._element_count = 0
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@property
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@ -30,10 +29,6 @@ class Layer:
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def polygons(self) -> List[LayerPolygon]:
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return self._polygons
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@property
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def vertexCount(self):
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return self._vertex_count
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@property
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def elementCount(self):
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return self._element_count
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@ -48,40 +43,24 @@ class Layer:
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result = 0
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for polygon in self._polygons:
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result += polygon.lineMeshVertexCount()
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return result
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def lineMeshElementCount(self) -> int:
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result = 0
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for polygon in self._polygons:
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result += polygon.lineMeshElementCount()
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return result
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def lineMeshCumulativeTypeChangeCount(self, path: int) -> int:
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""" The number of line-type changes in this layer up until #path.
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See also LayerPolygon::cumulativeTypeChangeCounts.
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:param path: The path-index up until which the cumulative changes are counted.
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:return: The cumulative number of line-type changes up until this path.
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"""
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result = 0
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for polygon in self._polygons:
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num_counts = len(polygon.cumulativeTypeChangeCounts)
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if path < num_counts:
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return result + polygon.cumulativeTypeChangeCounts[path]
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path -= num_counts
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result += polygon.cumulativeTypeChangeCounts[num_counts - 1]
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return result
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, feedrates, extruders, line_types, indices):
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result_vertex_offset = vertex_offset
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result_index_offset = index_offset
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self._vertex_count = 0
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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, line_dimensions, feedrates, extruders, line_types, indices)
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result_vertex_offset += polygon.lineMeshVertexCount()
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result_index_offset += polygon.lineMeshElementCount()
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self._vertex_count += polygon.vertexCount
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self._element_count += polygon.elementCount
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return result_vertex_offset, result_index_offset
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@ -63,7 +63,6 @@ class LayerDataBuilder(MeshBuilder):
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feedrates = numpy.empty((vertex_count), numpy.float32)
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extruders = numpy.empty((vertex_count), numpy.float32)
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line_types = numpy.empty((vertex_count), numpy.float32)
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vertex_indices = numpy.arange(0, vertex_count, 1, dtype = numpy.float32)
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vertex_offset = 0
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index_offset = 0
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@ -110,12 +109,6 @@ class LayerDataBuilder(MeshBuilder):
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"value": feedrates,
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"opengl_name": "a_feedrate",
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"opengl_type": "float"
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},
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# Can't use glDrawElements to index (due to oversight in (Py)Qt), can't use gl_PrimitiveID (due to legacy support):
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"vertex_indices": {
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"value": vertex_indices,
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"opengl_name": "a_vertex_index",
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"opengl_type": "float"
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}
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}
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@ -55,14 +55,6 @@ class LayerPolygon:
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self._jump_mask = self.__jump_map[self._types]
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self._jump_count = numpy.sum(self._jump_mask)
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self._cumulative_type_change_counts = numpy.zeros(len(self._types)) # See the comment on the 'cumulativeTypeChangeCounts' property below.
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last_type = self.types[0]
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current_type_count = 0
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for i in range(0, len(self._cumulative_type_change_counts)):
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if last_type != self.types[i]:
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current_type_count += 1
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last_type = self.types[i]
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self._cumulative_type_change_counts[i] = current_type_count
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self._mesh_line_count = len(self._types) - self._jump_count
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self._vertex_count = self._mesh_line_count + numpy.sum(self._types[1:] == self._types[:-1])
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@ -187,10 +179,6 @@ class LayerPolygon:
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def data(self):
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return self._data
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@property
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def vertexCount(self):
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return self._vertex_end - self._vertex_begin
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@property
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def elementCount(self):
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return (self._index_end - self._index_begin) * 2 # The range of vertices multiplied by 2 since each vertex is used twice
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@ -219,17 +207,6 @@ class LayerPolygon:
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def jumpCount(self):
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return self._jump_count
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@property
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def cumulativeTypeChangeCounts(self):
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""" This polygon class stores with a vertex the type of the line to the next vertex. However, in other contexts,
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other ways of representing this might be more suited to the task (for example, when a vertex can possibly only
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have _one_ type, it's unavoidable to duplicate vertices when the type is changed). In such situations it's might
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be useful to know how many times the type has changed, in order to keep the various vertex-indices aligned.
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:return: The total times the line-type changes from one type to another within this LayerPolygon.
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"""
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return self._cumulative_type_change_counts
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def getNormals(self) -> numpy.ndarray:
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"""Calculate normals for the entire polygon using numpy.
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@ -142,7 +142,6 @@ class SimulationPass(RenderPass):
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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start = 0
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end = 0
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current_polygon_offset = 0
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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# In the current layer, we show just the indicated paths
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@ -156,25 +155,18 @@ class SimulationPass(RenderPass):
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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current_polygon_offset += 1
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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break
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break
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end += layer_data.getLayer(layer).vertexCount
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if layer < self._layer_view._minimum_layer_num:
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start = end
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if self._layer_view._minimum_layer_num > layer:
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start += element_counts[layer]
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end += element_counts[layer]
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# Calculate the range of paths in the last layer. -- The type-change count is needed to keep the
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# vertex-indices aligned between the two different ways we represent polygons here.
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# Since there is one type per line, that could give a vertex two different types, if it's a vertex
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# where a type-chage occurs. However, the shader expects vertices to have only one type. In order to
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# fix this, those vertices are duplicated. This introduces a discrepancy that we have to take into
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# account, which is done by the type-change-count.
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type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count
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current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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@ -13,11 +13,9 @@ vertex =
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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 float a_vertex_index;
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varying lowp vec4 v_color;
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varying float v_line_type;
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varying highp float v_vertex_index;
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void main()
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{
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@ -30,7 +28,6 @@ vertex =
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}
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v_line_type = a_line_type;
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v_vertex_index = a_vertex_index;
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}
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fragment =
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@ -43,21 +40,14 @@ fragment =
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#endif // GL_ES
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varying lowp vec4 v_color;
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varying float v_line_type;
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varying highp float v_vertex_index;
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uniform int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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uniform int u_show_infill;
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uniform highp vec2 u_drawRange;
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void main()
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{
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if (u_drawRange.x >= 0.0 && u_drawRange.y >= 0.0 && (v_vertex_index < u_drawRange.x || v_vertex_index > u_drawRange.y))
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{
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discard;
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}
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if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
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// discard movements
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discard;
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@ -87,6 +77,77 @@ fragment =
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gl_FragColor = v_color;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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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 int u_layer_view_type;
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in highp float a_extruder;
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in highp float a_line_type;
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in highp vec4 a_vertex;
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in lowp vec4 a_color;
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in lowp vec4 a_material_color;
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out lowp vec4 v_color;
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out float v_line_type;
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void main()
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{
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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v_color = a_color;
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if ((a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
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}
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v_line_type = a_line_type;
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}
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fragment41core =
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#version 410
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in lowp vec4 v_color;
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in float v_line_type;
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out vec4 frag_color;
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uniform int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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uniform int u_show_infill;
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void main()
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{
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if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
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// discard movements
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discard;
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}
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// helpers: 4, 5, 7, 10
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if ((u_show_helpers == 0) && (
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((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
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((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
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((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
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((v_line_type >= 4.5) && (v_line_type <= 5.5))
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)) {
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discard;
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}
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// skin: 1, 2, 3
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if ((u_show_skin == 0) && (
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(v_line_type >= 0.5) && (v_line_type <= 3.5)
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)) {
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discard;
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}
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// infill:
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if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
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// discard movements
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discard;
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}
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frag_color = v_color;
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}
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[defaults]
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_show_skin = 1
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u_show_infill = 1
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u_drawRange = [-1.0, -1.0]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_drawRange = draw_range
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[attributes]
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a_vertex = vertex
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@ -112,4 +170,3 @@ a_color = color
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a_extruder = extruder
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a_line_type = line_type
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a_material_color = material_color
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a_vertex_index = vertex_index
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@ -27,7 +27,6 @@ vertex41core =
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in highp float a_extruder;
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in highp float a_prev_line_type;
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in highp float a_line_type;
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in highp float a_vertex_index;
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in highp float a_feedrate;
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in highp float a_thickness;
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@ -38,9 +37,8 @@ vertex41core =
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out lowp vec2 v_line_dim;
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out highp int v_extruder;
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out highp mat4 v_extruder_opacity;
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out highp float v_prev_line_type;
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out highp float v_line_type;
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out highp float v_index;
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out float v_prev_line_type;
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out float v_line_type;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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@ -170,7 +168,6 @@ vertex41core =
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v_extruder = int(a_extruder);
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v_prev_line_type = a_prev_line_type;
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v_line_type = a_line_type;
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v_index = a_vertex_index;
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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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@ -194,8 +191,6 @@ geometry41core =
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uniform int u_show_infill;
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uniform int u_show_starts;
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uniform highp vec2 u_drawRange;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 40) out;
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@ -207,7 +202,6 @@ geometry41core =
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in mat4 v_extruder_opacity[];
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in float v_prev_line_type[];
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in float v_line_type[];
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in float v_index[];
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out vec4 f_color;
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out vec3 f_normal;
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@ -237,10 +231,6 @@ geometry41core =
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float size_x;
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float size_y;
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if (u_drawRange[0] >= 0.0 && u_drawRange[1] >= 0.0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
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{
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return;
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}
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if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
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return;
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}
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@ -437,15 +427,12 @@ u_max_feedrate = 1
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u_min_thickness = 0
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u_max_thickness = 1
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u_drawRange = [-1.0, -1.0]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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u_drawRange = draw_range
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[attributes]
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a_vertex = vertex
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@ -458,4 +445,3 @@ a_prev_line_type = prev_line_type
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a_line_type = line_type
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a_feedrate = feedrate
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a_thickness = thickness
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a_vertex_index = vertex_index
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@ -18,7 +18,6 @@ vertex41core =
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in highp vec2 a_line_dim; // line width and thickness
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in highp float a_extruder;
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in highp float a_line_type;
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in highp float a_vertex_index;
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out lowp vec4 v_color;
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@ -27,8 +26,7 @@ vertex41core =
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out lowp vec2 v_line_dim;
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out highp int v_extruder;
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out highp mat4 v_extruder_opacity;
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out highp float v_line_type;
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out highp float v_index;
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out float v_line_type;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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@ -49,7 +47,6 @@ vertex41core =
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v_line_dim = a_line_dim;
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v_extruder = int(a_extruder);
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v_line_type = a_line_type;
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v_index = a_vertex_index;
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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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@ -70,8 +67,6 @@ geometry41core =
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uniform int u_show_skin;
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uniform int u_show_infill;
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uniform highp vec2 u_drawRange;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 26) out;
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@ -82,7 +77,6 @@ geometry41core =
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in int v_extruder[];
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in mat4 v_extruder_opacity[];
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in float v_line_type[];
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in float v_index[];
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out vec4 f_color;
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out vec3 f_normal;
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@ -112,10 +106,6 @@ geometry41core =
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float size_x;
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float size_y;
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if (u_drawRange[0] >= 0.0 && u_drawRange[1] >= 0.0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
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{
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return;
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}
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if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
|
||||
return;
|
||||
}
|
||||
|
@ -278,15 +268,12 @@ u_show_helpers = 1
|
|||
u_show_skin = 1
|
||||
u_show_infill = 1
|
||||
|
||||
u_drawRange = [-1.0, -1.0]
|
||||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_lightPosition = light_0_position
|
||||
u_drawRange = draw_range
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
@ -297,4 +284,3 @@ a_line_dim = line_dim
|
|||
a_extruder = extruder
|
||||
a_material_color = material_color
|
||||
a_line_type = line_type
|
||||
a_vertex_index = vertex_index
|
||||
|
|
|
@ -13,11 +13,9 @@ vertex =
|
|||
attribute highp vec4 a_vertex;
|
||||
attribute lowp vec4 a_color;
|
||||
attribute lowp vec4 a_material_color;
|
||||
attribute highp float a_vertex_index;
|
||||
|
||||
varying lowp vec4 v_color;
|
||||
varying float v_line_type;
|
||||
varying highp float v_vertex_index;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -30,7 +28,6 @@ vertex =
|
|||
// }
|
||||
|
||||
v_line_type = a_line_type;
|
||||
v_vertex_index = a_vertex_index;
|
||||
}
|
||||
|
||||
fragment =
|
||||
|
@ -43,21 +40,14 @@ fragment =
|
|||
#endif // GL_ES
|
||||
varying lowp vec4 v_color;
|
||||
varying float v_line_type;
|
||||
varying highp float v_vertex_index;
|
||||
|
||||
uniform int u_show_travel_moves;
|
||||
uniform int u_show_helpers;
|
||||
uniform int u_show_skin;
|
||||
uniform int u_show_infill;
|
||||
|
||||
uniform highp vec2 u_drawRange;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (u_drawRange.x >= 0.0 && u_drawRange.y >= 0.0 && (v_vertex_index < u_drawRange.x || v_vertex_index > u_drawRange.y))
|
||||
{
|
||||
discard;
|
||||
}
|
||||
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5))
|
||||
{ // actually, 8 and 9
|
||||
// discard movements
|
||||
|
@ -91,6 +81,78 @@ fragment =
|
|||
gl_FragColor = v_color;
|
||||
}
|
||||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
||||
in highp float a_extruder;
|
||||
in highp float a_line_type;
|
||||
in highp vec4 a_vertex;
|
||||
in lowp vec4 a_color;
|
||||
in lowp vec4 a_material_color;
|
||||
|
||||
out lowp vec4 v_color;
|
||||
out float v_line_type;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
|
||||
// if ((a_line_type != 8) && (a_line_type != 9)) {
|
||||
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
|
||||
// }
|
||||
|
||||
v_line_type = a_line_type;
|
||||
}
|
||||
|
||||
fragment41core =
|
||||
#version 410
|
||||
in lowp vec4 v_color;
|
||||
in float v_line_type;
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform int u_show_travel_moves;
|
||||
uniform int u_show_helpers;
|
||||
uniform int u_show_skin;
|
||||
uniform int u_show_infill;
|
||||
|
||||
void main()
|
||||
{
|
||||
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
|
||||
// discard movements
|
||||
discard;
|
||||
}
|
||||
// helpers: 4, 5, 7, 10, 11
|
||||
if ((u_show_helpers == 0) && (
|
||||
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
|
||||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
|
||||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
|
||||
((v_line_type >= 4.5) && (v_line_type <= 5.5)) ||
|
||||
((v_line_type >= 10.5) && (v_line_type <= 11.5))
|
||||
)) {
|
||||
discard;
|
||||
}
|
||||
// skin: 1, 2, 3
|
||||
if ((u_show_skin == 0) && (
|
||||
(v_line_type >= 0.5) && (v_line_type <= 3.5)
|
||||
)) {
|
||||
discard;
|
||||
}
|
||||
// infill:
|
||||
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
|
||||
// discard movements
|
||||
discard;
|
||||
}
|
||||
|
||||
frag_color = v_color;
|
||||
}
|
||||
|
||||
[defaults]
|
||||
u_active_extruder = 0.0
|
||||
u_shade_factor = 0.60
|
||||
|
@ -102,13 +164,10 @@ u_show_helpers = 1
|
|||
u_show_skin = 1
|
||||
u_show_infill = 1
|
||||
|
||||
u_drawRange = [-1.0, -1.0]
|
||||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_drawRange = draw_range
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
@ -116,4 +175,3 @@ a_color = color
|
|||
a_extruder = extruder
|
||||
a_line_type = line_type
|
||||
a_material_color = material_color
|
||||
a_vertex_index = vertex_index
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue