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Stripe objects that are outside the build volume
This way they can not be confused with objects that are rendered with a (future) grey materialcolor.
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parent
a2972e26f5
commit
6cc6e79e65
2 changed files with 88 additions and 3 deletions
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@ -34,9 +34,10 @@ class SolidView(View):
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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if not self._disabled_shader:
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
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self._disabled_shader.setUniformValue("u_diffuseColor1", [1.0, 0.28, 0.28, 1.0])
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self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
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self._disabled_shader.setUniformValue("u_diffuseColor2", [0.68, 0.68, 0.68, 1.0])
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self._disabled_shader.setUniformValue("u_width", 50.0)
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if Application.getInstance().getGlobalContainerStack():
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if Application.getInstance().getGlobalContainerStack():
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if Preferences.getInstance().getValue("view/show_overhang"):
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if Preferences.getInstance().getValue("view/show_overhang"):
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84
resources/shaders/striped.shader
Normal file
84
resources/shaders/striped.shader
Normal file
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@ -0,0 +1,84 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs;
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varying highp vec3 v_position;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_position = gl_Position.xyz;
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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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}
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fragment =
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor1;
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uniform mediump vec4 u_diffuseColor2;
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uniform mediump vec4 u_specularColor;
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uniform highp vec3 u_lightPosition;
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uniform mediump float u_shininess;
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uniform highp vec3 u_viewPosition;
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uniform mediump float u_width;
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varying highp vec3 v_position;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
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/* Ambient Component */
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * diffuseColor);
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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 - v_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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gl_FragColor = finalColor;
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gl_FragColor.a = 1.0;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
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u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0]
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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u_shininess = 20.0
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u_width = 5.0
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[bindings]
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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u_viewPosition = view_position
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u_lightPosition = light_0_position
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u_diffuseColor = diffuse_color
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[attributes]
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a_vertex = vertex
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a_normal = normal
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