use transparency in xray view and merge shader duplication

This commit is contained in:
Tim Kuipers 2020-02-27 20:29:58 +01:00
parent 890b6dc0b4
commit 42a1b02d4c
4 changed files with 13 additions and 169 deletions

View file

@ -162,7 +162,7 @@ class SolidView(View):
self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader")) self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
if not self._xray_composite_shader: if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader")) self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
theme = Application.getInstance().getTheme() theme = Application.getInstance().getTheme()
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb())) self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb())) self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))

View file

@ -2,7 +2,7 @@
# Cura is released under the terms of the LGPLv3 or higher. # Cura is released under the terms of the LGPLv3 or higher.
import os.path import os.path
from PyQt5.QtGui import QOpenGLContext from PyQt5.QtGui import QOpenGLContext, QImage
from UM.Application import Application from UM.Application import Application
from UM.Logger import Logger from UM.Logger import Logger
@ -34,6 +34,7 @@ class XRayView(CuraView):
self._composite_pass = None self._composite_pass = None
self._old_composite_shader = None self._old_composite_shader = None
self._old_layer_bindings = None self._old_layer_bindings = None
self._xray_error_image = None
def beginRendering(self): def beginRendering(self):
scene = self.getController().getScene() scene = self.getController().getScene()
@ -88,12 +89,19 @@ class XRayView(CuraView):
self.getRenderer().addRenderPass(self._xray_pass) self.getRenderer().addRenderPass(self._xray_pass)
if not self._xray_composite_shader: if not self._xray_error_image:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader")) self._xray_error_image = OpenGL.getInstance().createTexture()
img = QImage(1, 1, QImage.Format_RGB888)
theme = Application.getInstance().getTheme() theme = Application.getInstance().getTheme()
img.setPixelColor(0, 0, theme.getColor("xray_error"))
self._xray_error_image.setImage(img)
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb())) self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb())) self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
self._xray_composite_shader.setUniformValue("u_xray_error_strength", 0.8)
self._xray_composite_shader.setTexture(3, self._xray_error_image)
if not self._composite_pass: if not self._composite_pass:
self._composite_pass = self.getRenderer().getRenderPass("composite") self._composite_pass = self.getRenderer().getRenderPass("composite")

View file

@ -1,164 +0,0 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute highp vec2 a_uvs;
varying highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
uniform sampler2D u_layer0; //Default pass.
uniform sampler2D u_layer1; //Selection pass.
uniform sampler2D u_layer2; //X-ray pass.
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
uniform vec4 u_background_color;
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
varying vec2 v_uvs;
float kernel[9];
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 layer0 = texture2D(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
{
result = u_error_color;
}
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
vec4 layer1 = texture2D(u_layer1, v_uvs);
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
{
gl_FragColor = result;
}
else
{
gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0; //Default pass.
uniform sampler2D u_layer1; //Selection pass.
uniform sampler2D u_layer2; //X-ray pass.
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
uniform vec4 u_background_color;
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
in vec2 v_uvs;
out vec4 frag_color;
float kernel[9];
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 layer0 = texture(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
{
result = u_error_color;
}
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
vec4 layer1 = texture(u_layer1, v_uvs);
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_background_color = [0.965, 0.965, 0.965, 1.0]
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
u_error_color = [1.0, 0.0, 0.0, 1.0]
[bindings]
[attributes]
a_vertex = vertex
a_uvs = uv