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Handle render-range in shader.
Instead of re-uploading the mesh each time the range changes, handle the range in the shaders with the new draw-range parameters. This does however, mean the range has to be in vertices, not in elements. This necessitates some changes to the simulation-view, and some added bits deeper in the base code. Mainly, since each time the type of a line changes, there is an extra vertex, there needs to be a type-change count available to get from 'paths' to range indices.
This commit is contained in:
parent
87d3f6fd22
commit
96ca3b1417
6 changed files with 66 additions and 8 deletions
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@ -43,14 +43,22 @@ class Layer:
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result = 0
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result = 0
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for polygon in self._polygons:
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for polygon in self._polygons:
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result += polygon.lineMeshVertexCount()
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result += polygon.lineMeshVertexCount()
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return result
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return result
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def lineMeshElementCount(self) -> int:
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def lineMeshElementCount(self) -> int:
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result = 0
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result = 0
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for polygon in self._polygons:
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for polygon in self._polygons:
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result += polygon.lineMeshElementCount()
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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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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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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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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, feedrates, extruders, line_types, indices):
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@ -63,6 +63,7 @@ class LayerDataBuilder(MeshBuilder):
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feedrates = numpy.empty((vertex_count), numpy.float32)
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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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extruders = numpy.empty((vertex_count), numpy.float32)
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line_types = 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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vertex_offset = 0
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index_offset = 0
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index_offset = 0
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@ -109,6 +110,12 @@ class LayerDataBuilder(MeshBuilder):
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"value": feedrates,
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"value": feedrates,
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"opengl_name": "a_feedrate",
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"opengl_name": "a_feedrate",
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"opengl_type": "float"
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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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}
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}
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@ -55,6 +55,14 @@ class LayerPolygon:
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self._jump_mask = self.__jump_map[self._types]
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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._jump_count = numpy.sum(self._jump_mask)
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self._cumulative_type_change_counts = numpy.zeros(len(self._types))
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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._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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self._vertex_count = self._mesh_line_count + numpy.sum(self._types[1:] == self._types[:-1])
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@ -208,6 +216,10 @@ class LayerPolygon:
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def jumpCount(self):
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def jumpCount(self):
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return self._jump_count
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return self._jump_count
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@property
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def cumulativeTypeChangeCounts(self):
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return self._cumulative_type_change_counts
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def getNormals(self) -> numpy.ndarray:
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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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"""Calculate normals for the entire polygon using numpy.
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@ -138,6 +138,7 @@ 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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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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start = 0
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end = 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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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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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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# In the current layer, we show just the indicated paths
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@ -151,18 +152,20 @@ class SimulationPass(RenderPass):
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if index >= polygon.data.size // 3 - offset:
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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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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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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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continue
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# The head position is calculated and translated
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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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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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break
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break
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if self._layer_view._minimum_layer_num > layer:
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end += layer_data.getLayer(layer).lineMeshVertexCount()
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start += element_counts[layer]
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if layer < self._layer_view._minimum_layer_num:
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end += element_counts[layer]
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start = end
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# Calculate the range of paths in the last layer
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# Calculate the range of paths in the last layer
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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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current_layer_start = end
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current_layer_start = end
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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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current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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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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# All the layers but the current selected layer are rendered first
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@ -25,6 +25,7 @@ vertex41core =
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in highp float a_extruder;
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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_prev_line_type;
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in highp float a_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_feedrate;
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in highp float a_thickness;
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in highp float a_thickness;
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@ -35,8 +36,9 @@ vertex41core =
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out lowp vec2 v_line_dim;
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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 int v_extruder;
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out highp mat4 v_extruder_opacity;
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out highp mat4 v_extruder_opacity;
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out float v_prev_line_type;
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out highp float v_prev_line_type;
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out float v_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 lowp vec4 f_color;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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out highp vec3 f_vertex;
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@ -114,6 +116,7 @@ vertex41core =
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v_extruder = int(a_extruder);
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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_prev_line_type = a_prev_line_type;
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v_line_type = a_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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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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// for testing without geometry shader
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@ -137,6 +140,8 @@ geometry41core =
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uniform int u_show_infill;
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uniform int u_show_infill;
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uniform int u_show_starts;
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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(lines) in;
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layout(triangle_strip, max_vertices = 40) out;
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layout(triangle_strip, max_vertices = 40) out;
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@ -148,6 +153,7 @@ geometry41core =
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in mat4 v_extruder_opacity[];
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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_prev_line_type[];
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in float v_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 vec4 f_color;
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out vec3 f_normal;
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out vec3 f_normal;
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@ -177,6 +183,10 @@ geometry41core =
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float size_x;
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float size_x;
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float size_y;
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float size_y;
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if (u_drawRange[0] >= 0 && u_drawRange[1] >= 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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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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return;
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}
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}
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u_min_thickness = 0
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u_min_thickness = 0
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u_max_thickness = 1
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u_max_thickness = 1
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u_drawRange = [-1, -1]
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[bindings]
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[bindings]
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u_modelMatrix = model_matrix
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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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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[attributes]
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a_vertex = vertex
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a_vertex = vertex
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@ -392,3 +405,4 @@ a_prev_line_type = prev_line_type
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a_line_type = line_type
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a_line_type = line_type
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a_feedrate = feedrate
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a_feedrate = feedrate
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a_thickness = thickness
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a_thickness = thickness
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a_vertex_index = vertex_index
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@ -18,6 +18,7 @@ vertex41core =
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in highp vec2 a_line_dim; // line width and thickness
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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_extruder;
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in highp float a_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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out lowp vec4 v_color;
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out lowp vec4 v_color;
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@ -26,7 +27,8 @@ vertex41core =
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out lowp vec2 v_line_dim;
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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 int v_extruder;
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out highp mat4 v_extruder_opacity;
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out highp mat4 v_extruder_opacity;
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out float v_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 lowp vec4 f_color;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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out highp vec3 f_vertex;
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v_line_dim = a_line_dim;
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v_line_dim = a_line_dim;
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v_extruder = int(a_extruder);
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v_extruder = int(a_extruder);
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v_line_type = a_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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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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// for testing without geometry shader
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uniform int u_show_skin;
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uniform int u_show_skin;
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uniform int u_show_infill;
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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(lines) in;
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layout(triangle_strip, max_vertices = 26) out;
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layout(triangle_strip, max_vertices = 26) out;
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in int v_extruder[];
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in int v_extruder[];
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in mat4 v_extruder_opacity[];
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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_line_type[];
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in float v_index[];
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out vec4 f_color;
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_normal;
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float size_x;
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float size_x;
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float size_y;
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float size_y;
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if (u_drawRange[0] >= 0 && u_drawRange[1] >= 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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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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return;
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}
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}
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u_show_skin = 1
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u_show_skin = 1
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u_show_infill = 1
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u_show_infill = 1
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u_drawRange = [-1, -1]
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[bindings]
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[bindings]
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u_modelMatrix = model_matrix
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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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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[attributes]
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a_vertex = vertex
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a_vertex = vertex
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a_extruder = extruder
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a_extruder = extruder
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a_material_color = material_color
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a_material_color = material_color
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a_line_type = line_type
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a_line_type = line_type
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a_vertex_index = vertex_index
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