Merge pull request #1405 from Ultimaker/opengl41core

Opengl41core - on top of layer_view3_cleanup
This commit is contained in:
jack 2017-02-08 08:44:25 +01:00 committed by GitHub
commit f571c5ea8e
11 changed files with 292 additions and 46 deletions

View file

@ -223,6 +223,7 @@ class CuraApplication(QtApplication):
Preferences.getInstance().addPreference("mesh/scale_tiny_meshes", True)
Preferences.getInstance().addPreference("cura/dialog_on_project_save", True)
Preferences.getInstance().addPreference("cura/asked_dialog_on_project_save", False)
Preferences.getInstance().addPreference("view/force_layer_view_compatibility_mode", False)
Preferences.getInstance().addPreference("cura/currency", "")
Preferences.getInstance().addPreference("cura/material_settings", "{}")

View file

@ -9,6 +9,7 @@ from UM.Scene.SceneNode import SceneNode
from UM.Application import Application
from UM.Mesh.MeshData import MeshData
from UM.Preferences import Preferences
from UM.View.GL.OpenGLContext import OpenGLContext
from UM.Message import Message
from UM.i18n import i18nCatalog
@ -180,10 +181,10 @@ class ProcessSlicedLayersJob(Job):
material_color_map[0, :] = color
# We have to scale the colors for compatibility mode
if Application.getInstance().getRenderer().getSupportsGeometryShader():
line_type_brightness = 1.0
else:
if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")):
line_type_brightness = 0.5 # for compatibility mode
else:
line_type_brightness = 1.0
layer_mesh = layer_data.build(material_color_map, line_type_brightness)
if self._abort_requested:

View file

@ -14,6 +14,7 @@ from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
import os.path
## RenderPass used to display g-code paths.

View file

@ -16,6 +16,7 @@ from UM.Logger import Logger
from UM.View.GL.OpenGL import OpenGL
from UM.Message import Message
from UM.Application import Application
from UM.View.GL.OpenGLContext import OpenGLContext
from cura.ConvexHullNode import ConvexHullNode
from cura.Settings.ExtruderManager import ExtruderManager
@ -65,7 +66,6 @@ class LayerView(View):
Preferences.getInstance().addPreference("view/top_layer_count", 5)
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
Preferences.getInstance().addPreference("view/compatibility_mode", True) # Default True for now, needs testing of different computers
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
@ -93,7 +93,7 @@ class LayerView(View):
# Currently the RenderPass constructor requires a size > 0
# This should be fixed in RenderPass's constructor.
self._layer_pass = LayerPass.LayerPass(1, 1)
self._compatibility_mode = not self.getRenderer().getSupportsGeometryShader()
self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
self._layer_pass.setLayerView(self)
self.getRenderer().addRenderPass(self._layer_pass)
return self._layer_pass

View file

@ -174,7 +174,7 @@ Item
ComboBox
{
id: layerTypeCombobox
anchors.top: slider_background.bottom
anchors.top: parent.top
anchors.left: parent.left
model: layerViewTypes
visible: !UM.LayerView.compatibilityMode
@ -186,7 +186,7 @@ Item
Label
{
id: compatibilityModeLabel
anchors.top: slider_background.bottom
anchors.top: parent.top
anchors.left: parent.left
text: catalog.i18nc("@label","Compatibility mode")
visible: UM.LayerView.compatibilityMode

View file

@ -4,10 +4,9 @@ vertex =
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
uniform highp int u_only_color_active_extruder;
attribute highp int a_extruder;
attribute highp int a_line_type;
attribute highp float a_extruder;
attribute highp float a_line_type;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
@ -19,10 +18,7 @@ vertex =
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_color = a_color;
if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
}
if ((u_only_color_active_extruder == 0) && (a_line_type != 8) && (a_line_type != 9)) {
if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
}
@ -73,11 +69,83 @@ fragment =
gl_FragColor = v_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
in highp int a_extruder;
in highp int a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
out lowp vec4 v_color;
out float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * 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);
}
v_line_type = a_line_type;
}
fragment41core =
#version 410
in lowp vec4 v_color;
in float v_line_type;
out vec4 frag_color;
uniform int u_show_travel_moves;
uniform int u_show_support;
uniform int u_show_adhesion;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// support: 4, 7, 10
if ((u_show_support == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// adhesion:
if ((u_show_adhesion == 0) && (v_line_type >= 4.5) && (v_line_type <= 5.5)) {
// discard movements
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
frag_color = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_layer_view_type = 0
u_only_color_active_extruder = 1
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_show_travel_moves = 0

View file

@ -1,6 +1,8 @@
[shaders]
vertex =
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform lowp float u_active_extruder;
@ -9,27 +11,26 @@ vertex =
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
attribute highp vec4 a_normal;
attribute highp vec2 a_line_dim; // line width and thickness
attribute highp int a_extruder;
attribute highp int a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp int a_extruder;
in highp int a_line_type;
varying lowp vec4 v_color;
out lowp vec4 v_color;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying lowp vec2 v_line_dim;
varying highp int v_extruder;
varying highp vec4 v_extruder_opacity;
varying int v_line_type;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp vec4 v_extruder_opacity;
out int v_line_type;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
varying highp int f_extruder;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
@ -56,13 +57,13 @@ vertex =
v_line_type = a_line_type;
v_extruder_opacity = u_extruder_opacity;
// for testing and backwards compatibility without geometry shader
/*f_color = v_color;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;*/
f_normal = v_normal;
}
geometry =
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
@ -86,7 +87,6 @@ geometry =
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
out uint f_extruder;
void main()
{
@ -130,8 +130,6 @@ geometry =
size_y = v_line_dim[0].y / 2 + 0.01;
}
f_extruder = v_extruder[0];
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);
@ -285,11 +283,13 @@ geometry =
EndPrimitive();
}
fragment =
fragment41core =
#version 410
varying lowp vec4 f_color;
varying lowp vec3 f_normal;
varying lowp vec3 f_vertex;
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
@ -309,7 +309,7 @@ fragment =
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
gl_FragColor = finalColor;
frag_color = finalColor;
}

View file

@ -63,6 +63,74 @@ fragment =
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform vec4 u_background_color;
uniform float u_outline_strength;
uniform vec4 u_outline_color;
in vec2 v_uvs;
float kernel[9];
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
out vec4 frag_color;
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 main_layer = texture(u_layer0, v_uvs);
vec4 selection_layer = texture(u_layer1, v_uvs);
vec4 layerview_layer = texture(u_layer2, v_uvs);
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1

View file

@ -17,6 +17,28 @@ fragment =
gl_FragColor = u_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
}
fragment41core =
#version 410
uniform lowp vec4 u_color;
out vec4 frag_color;
void main()
{
frag_color = u_color;
}
[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]

View file

@ -67,6 +67,77 @@ fragment =
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
uniform vec4 u_background_color;
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
in vec2 v_uvs;
out vec4 frag_color;
float kernel[9];
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 layer0 = texture(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
if(mod(intersection_count, 2.0) == 1.0)
{
result = u_error_color;
}
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
vec4 layer1 = texture(u_layer1, v_uvs);
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1

View file

@ -265,6 +265,20 @@ UM.PreferencesPage
}
}
UM.TooltipArea {
width: childrenRect.width
height: childrenRect.height
text: catalog.i18nc("@info:tooltip", "Should layer be forced into compatibility mode?")
CheckBox
{
id: forceLayerViewCompatibilityModeCheckbox
text: catalog.i18nc("@option:check", "Force layer view compatibility mode (restart required)")
checked: boolCheck(UM.Preferences.getValue("view/force_layer_view_compatibility_mode"))
onCheckedChanged: UM.Preferences.setValue("view/force_layer_view_compatibility_mode", checked)
}
}
Item
{
//: Spacer