Merge branch 'master' into graphics_buffer_update

This commit is contained in:
Remco Burema 2021-07-25 22:30:39 +02:00
commit 458fbd35f1
4327 changed files with 77905 additions and 22116 deletions

View file

@ -12,6 +12,8 @@ vertex41core =
uniform lowp float u_min_thickness;
uniform lowp float u_max_line_width;
uniform lowp float u_min_line_width;
uniform lowp float u_max_flow_rate;
uniform lowp float u_min_flow_rate;
uniform lowp int u_layer_view_type;
uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
@ -46,7 +48,15 @@ vertex41core =
vec4 feedrateGradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value)/(max_value - min_value);
float value;
if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
{
value = 0.5; //Pick a colour in exactly the middle of the range.
}
else
{
value = (abs_value - min_value) / (max_value - min_value);
}
float red = value;
float green = 1-abs(1-4*value);
if (value > 0.375)
@ -59,7 +69,15 @@ vertex41core =
vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value)/(max_value - min_value);
float value;
if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
{
value = 0.5; //Pick a colour in exactly the middle of the range.
}
else
{
value = (abs_value - min_value) / (max_value - min_value);
}
float red = min(max(4*value-2, 0), 1);
float green = min(1.5*value, 0.75);
if (value > 0.75)
@ -72,7 +90,15 @@ vertex41core =
vec4 lineWidthGradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value) / (max_value - min_value);
float value;
if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
{
value = 0.5; //Pick a colour in exactly the middle of the range.
}
else
{
value = (abs_value - min_value) / (max_value - min_value);
}
float red = value;
float green = 1 - abs(1 - 4 * value);
if(value > 0.375)
@ -83,6 +109,30 @@ vertex41core =
return vec4(red, green, blue, 1.0);
}
float clamp(float v)
{
float t = v < 0 ? 0 : v;
return t > 1.0 ? 1.0 : t;
}
// Inspired by https://stackoverflow.com/a/46628410
vec4 flowRateGradientColor(float abs_value, float min_value, float max_value)
{
float t;
if(abs(min_value - max_value) < 0.0001)
{
t = 0;
}
else
{
t = 2.0 * ((abs_value - min_value) / (max_value - min_value)) - 1;
}
float red = clamp(1.5 - abs(2.0 * t - 1.0));
float green = clamp(1.5 - abs(2.0 * t));
float blue = clamp(1.5 - abs(2.0 * t + 1.0));
return vec4(red, green, blue, 1.0);
}
void main()
{
vec4 v1_vertex = a_vertex;
@ -108,6 +158,10 @@ vertex41core =
case 4: // "Line width"
v_color = lineWidthGradientColor(a_line_dim.x, u_min_line_width, u_max_line_width);
break;
case 5: // "Flow"
float flow_rate = a_line_dim.x * a_line_dim.y * a_feedrate;
v_color = flowRateGradientColor(flow_rate, u_min_flow_rate, u_max_flow_rate);
break;
}
v_vertex = world_space_vert.xyz;
@ -148,7 +202,7 @@ geometry41core =
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in lowp vec2 v_line_dim[];
in int v_extruder[];
in mat4 v_extruder_opacity[];
in float v_prev_line_type[];
@ -212,17 +266,17 @@ geometry41core =
}
size_y = v_line_dim[1].y / 2 + 0.01;
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; //Actual movement exhibited by the line.
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z)); //Lengthwise normal vector pointing backwards.
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0); //Lengthwise offset vector pointing backwards.
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x)); //Normal vector pointing right.
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //Offset vector pointing right.
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); //Upwards normal vector.
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); //Upwards offset vector. Goes up by half the layer thickness.
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) { //Travel or retraction moves.
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
@ -231,60 +285,60 @@ geometry41core =
vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
// Travels: flat plane with pointy ends
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head);
//And reverse so that the line is also visible from the back side.
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up);
EndPrimitive();
} else {
vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); //Line start, left vertex.
vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); //Line end, left vertex.
vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); //Line start, top vertex.
vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); //Line end, top vertex.
vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); //Line start, right vertex.
vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); //Line end, right vertex.
vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); //Line start, bottom vertex.
vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); //Line end, bottom vertex.
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head); //Line start, tip.
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head); //Line end, tip.
// All normal lines are rendered as 3d tubes.
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
EndPrimitive();
// left side
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz);
EndPrimitive();
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz);
EndPrimitive();
@ -304,10 +358,9 @@ geometry41core =
EndPrimitive();
}
if ((u_show_starts == 1) && (v_prev_line_type[0] != 1) && (v_line_type[0] == 1)) {
float w = v_line_dim[0].x / 2;
float h = v_line_dim[0].y / 2;
float w = size_x;
float h = size_y;
myEmitVertex(v_vertex[0] + vec3( w, h, w), u_starts_color, normalize(vec3( 1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, w, 0.0))); // Front-top-left
myEmitVertex(v_vertex[0] + vec3(-w, h, w), u_starts_color, normalize(vec3(-1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, w, 0.0))); // Front-top-right
@ -323,7 +376,7 @@ geometry41core =
myEmitVertex(v_vertex[0] + vec3(-w, -h, -w), u_starts_color, normalize(vec3(-1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, -w, 0.0))); // Back-bottom-right
myEmitVertex(v_vertex[0] + vec3( w, h, -w), u_starts_color, normalize(vec3( 1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, -w, 0.0))); // Back-top-left
myEmitVertex(v_vertex[0] + vec3(-w, h, -w), u_starts_color, normalize(vec3(-1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, -w, 0.0))); // Back-top-right
EndPrimitive();
}
}