Move multiplication from Python to shaders. (Needs the same-named Uranium branch.)

This commit is contained in:
Remco Burema 2019-04-19 16:58:38 +02:00
parent 9daa78a98f
commit ed6db6c9b0
10 changed files with 186 additions and 130 deletions

View file

@ -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