mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-24 23:23:57 -06:00
Move multiplication from Python to shaders. (Needs the same-named Uranium branch.)
This commit is contained in:
parent
9daa78a98f
commit
ed6db6c9b0
10 changed files with 186 additions and 130 deletions
|
@ -1,6 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -16,7 +19,7 @@ vertex =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
// shade the color depending on the extruder index
|
||||
v_color = a_color;
|
||||
// 8 and 9 are travel moves
|
||||
|
@ -76,7 +79,10 @@ fragment =
|
|||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -92,7 +98,7 @@ vertex41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_color = a_color;
|
||||
if ((a_line_type != 8) && (a_line_type != 9)) {
|
||||
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
|
||||
|
@ -154,7 +160,9 @@ u_show_skin = 1
|
|||
u_show_infill = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
[shaders]
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_max_feedrate;
|
||||
uniform lowp float u_min_feedrate;
|
||||
|
@ -104,7 +104,10 @@ vertex41core =
|
|||
geometry41core =
|
||||
#version 410
|
||||
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform int u_show_travel_moves;
|
||||
uniform int u_show_helpers;
|
||||
uniform int u_show_skin;
|
||||
|
@ -136,6 +139,8 @@ geometry41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
|
||||
|
||||
vec4 g_vertex_delta;
|
||||
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
|
||||
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
|
||||
|
@ -184,64 +189,64 @@ geometry41core =
|
|||
|
||||
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
|
||||
// Travels: flat plane with pointy ends
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
//And reverse so that the line is also visible from the back side.
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
|
||||
EndPrimitive();
|
||||
} else {
|
||||
// All normal lines are rendered as 3d tubes.
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// left side
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// right side
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
@ -301,9 +306,9 @@ u_min_thickness = 0
|
|||
u_max_thickness = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_lightPosition = light_0_position
|
||||
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
[shaders]
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
|
||||
|
||||
|
@ -58,7 +58,10 @@ vertex41core =
|
|||
geometry41core =
|
||||
#version 410
|
||||
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform int u_show_travel_moves;
|
||||
uniform int u_show_helpers;
|
||||
uniform int u_show_skin;
|
||||
|
@ -90,6 +93,8 @@ geometry41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
|
||||
|
||||
vec4 g_vertex_delta;
|
||||
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
|
||||
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
|
||||
|
@ -138,64 +143,64 @@ geometry41core =
|
|||
|
||||
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
|
||||
// Travels: flat plane with pointy ends
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
//And reverse so that the line is also visible from the back side.
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
|
||||
EndPrimitive();
|
||||
} else {
|
||||
// All normal lines are rendered as 3d tubes.
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// left side
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// right side
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
@ -246,9 +251,9 @@ u_show_skin = 1
|
|||
u_show_infill = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_lightPosition = light_0_position
|
||||
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -16,7 +19,7 @@ vertex =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
// shade the color depending on the extruder index
|
||||
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer;
|
||||
// 8 and 9 are travel moves
|
||||
|
@ -80,7 +83,10 @@ fragment =
|
|||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -96,7 +102,7 @@ vertex41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
|
||||
// if ((a_line_type != 8) && (a_line_type != 9)) {
|
||||
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
|
||||
|
@ -159,7 +165,9 @@ u_show_skin = 1
|
|||
u_show_infill = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue