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"))
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()
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()))

View file

@ -2,7 +2,7 @@
# Cura is released under the terms of the LGPLv3 or higher.
import os.path
from PyQt5.QtGui import QOpenGLContext
from PyQt5.QtGui import QOpenGLContext, QImage
from UM.Application import Application
from UM.Logger import Logger
@ -34,6 +34,7 @@ class XRayView(CuraView):
self._composite_pass = None
self._old_composite_shader = None
self._old_layer_bindings = None
self._xray_error_image = None
def beginRendering(self):
scene = self.getController().getScene()
@ -88,12 +89,19 @@ class XRayView(CuraView):
self.getRenderer().addRenderPass(self._xray_pass)
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
if not self._xray_error_image:
self._xray_error_image = OpenGL.getInstance().createTexture()
img = QImage(1, 1, QImage.Format_RGB888)
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_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_xray_error_strength", 0.8)
self._xray_composite_shader.setTexture(3, self._xray_error_image)
if not self._composite_pass:
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