mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-08 07:27:41 -06:00
Show wireframe in MMU painter gizmo (#2808)
* Remove unused shader files * Port wireframe shader from BBS * Enable wireframe in MMU painter Co-Authored-By: zhou.xu <zhou.xu@bambulab.com> --------- Co-authored-by: zhou.xu <zhou.xu@bambulab.com>
This commit is contained in:
parent
70d86af253
commit
03a9014d3a
39 changed files with 121 additions and 1092 deletions
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@ -40,6 +40,28 @@ struct SlopeDetection
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};
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};
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uniform SlopeDetection slope;
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uniform SlopeDetection slope;
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//BBS: add wireframe logic
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varying vec3 barycentric_coordinates;
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float edgeFactor(float lineWidth) {
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vec3 d = fwidth(barycentric_coordinates);
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vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
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return min(min(a3.x, a3.y), a3.z);
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}
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vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
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return mix(stroke, fill, edgeFactor(lineWidth));
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//if (any(lessThan(barycentric_coordinates, vec3(0.005, 0.005, 0.005))))
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// return vec3(1.0, 0.0, 0.0);
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//else
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// return fill;
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}
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vec3 getWireframeColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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uniform bool show_wireframe;
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void main()
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void main()
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{
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@ -86,5 +108,12 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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if (show_wireframe) {
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vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
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vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
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gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
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}
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else {
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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}
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}
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@ -12,10 +12,13 @@ uniform vec2 z_range;
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uniform vec4 clipping_plane;
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uniform vec4 clipping_plane;
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attribute vec3 v_position;
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attribute vec3 v_position;
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attribute vec3 v_barycentric;
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varying vec3 clipping_planes_dots;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying vec4 world_pos;
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varying vec3 barycentric_coordinates;
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struct SlopeDetection
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struct SlopeDetection
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{
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{
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bool actived;
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bool actived;
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@ -32,4 +35,7 @@ void main()
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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//compute the Barycentric Coordinates
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barycentric_coordinates = v_barycentric;
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}
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}
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@ -40,6 +40,30 @@ struct SlopeDetection
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};
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};
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uniform SlopeDetection slope;
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uniform SlopeDetection slope;
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out vec4 out_color;
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//BBS: add wireframe logic
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in vec3 barycentric_coordinates;
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float edgeFactor(float lineWidth) {
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vec3 d = fwidth(barycentric_coordinates);
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vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
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return min(min(a3.x, a3.y), a3.z);
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}
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vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
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return mix(stroke, fill, edgeFactor(lineWidth));
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//if (any(lessThan(barycentric_coordinates, vec3(0.005, 0.005, 0.005))))
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// return vec3(1.0, 0.0, 0.0);
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//else
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// return fill;
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}
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vec3 getWireframeColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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uniform bool show_wireframe;
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void main()
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void main()
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{
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@ -86,5 +110,12 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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if (show_wireframe) {
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vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
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vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
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out_color = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
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}
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else {
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out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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}
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}
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@ -12,10 +12,13 @@ uniform vec2 z_range;
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uniform vec4 clipping_plane;
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uniform vec4 clipping_plane;
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in vec3 v_position;
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in vec3 v_position;
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in vec3 v_barycentric;
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out vec3 clipping_planes_dots;
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out vec3 clipping_planes_dots;
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out vec4 model_pos;
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out vec4 model_pos;
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out vec4 world_pos;
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out vec4 world_pos;
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out vec3 barycentric_coordinates;
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struct SlopeDetection
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struct SlopeDetection
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{
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{
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bool actived;
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bool actived;
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@ -32,4 +35,7 @@ void main()
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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//compute the Barycentric Coordinates
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barycentric_coordinates = v_barycentric;
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}
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}
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@ -1,11 +0,0 @@
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#version 110
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uniform vec4 top_color;
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uniform vec4 bottom_color;
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varying vec2 tex_coord;
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void main()
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{
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gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
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}
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@ -1,9 +0,0 @@
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#version 110
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varying vec2 tex_coord;
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void main()
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{
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gl_Position = gl_Vertex;
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tex_coord = gl_MultiTexCoord0.xy;
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}
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@ -1,8 +0,0 @@
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#version 110
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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}
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@ -1,6 +0,0 @@
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#version 110
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void main()
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{
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gl_Position = ftransform();
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}
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@ -1,10 +0,0 @@
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#version 110
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uniform sampler2D uniform_texture;
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varying vec2 tex_coord;
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void main()
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{
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gl_FragColor = texture2D(uniform_texture, tex_coord);
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}
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@ -1,9 +0,0 @@
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#version 110
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varying vec2 tex_coord;
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void main()
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{
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gl_Position = ftransform();
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tex_coord = gl_MultiTexCoord0.xy;
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}
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@ -1,105 +0,0 @@
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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//BBS: add grey and orange
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//const vec3 GREY = vec3(0.9, 0.9, 0.9);
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const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
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const vec3 LightRed = vec3(0.78, 0.0, 0.0);
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const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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const float EPSILON = 0.0001;
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struct PrintVolumeDetection
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{
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// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
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int type;
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// type = 0 (rectangle):
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// x = min.x, y = min.y, z = max.x, w = max.y
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// type = 1 (circle):
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// x = center.x, y = center.y, z = radius
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vec4 xy_data;
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// x = min z, y = max z
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vec2 z_data;
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};
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform bool offset_depth_buffer;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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varying vec3 clipping_planes_dots;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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uniform PrintVolumeDetection print_volume;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived) {
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if(world_pos.z<0.1&&world_pos.z>-0.1)
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{
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color = LightBlue;
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alpha = 0.8;
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}
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else if( world_normal_z < slope.normal_z - EPSILON)
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{
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color = color * 0.5 + LightRed * 0.5;
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alpha = 0.8;
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}
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}
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// if the fragment is outside the print volume -> use darker color
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vec3 pv_check_min = ZERO;
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vec3 pv_check_max = ZERO;
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if (print_volume.type == 0) {
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// rectangle
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pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
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pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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}
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else if (print_volume.type == 1) {
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// circle
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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}
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//BBS: add outline_color
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if (is_outline)
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gl_FragColor = uniform_color;
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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#endif
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else
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
eye_normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
// Point in homogenous coordinates.
|
|
||||||
world_pos = volume_world_matrix * gl_Vertex;
|
|
||||||
|
|
||||||
// z component of normal vector in world coordinate used for slope shading
|
|
||||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
||||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
||||||
}
|
|
|
@ -1,124 +0,0 @@
|
||||||
#version 130
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
//BBS: add grey and orange
|
|
||||||
//const vec3 GREY = vec3(0.9, 0.9, 0.9);
|
|
||||||
const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
|
|
||||||
const float EPSILON = 0.0001;
|
|
||||||
|
|
||||||
struct PrintVolumeDetection
|
|
||||||
{
|
|
||||||
// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
|
|
||||||
int type;
|
|
||||||
// type = 0 (rectangle):
|
|
||||||
// x = min.x, y = min.y, z = max.x, w = max.y
|
|
||||||
// type = 1 (circle):
|
|
||||||
// x = center.x, y = center.y, z = radius
|
|
||||||
vec4 xy_data;
|
|
||||||
// x = min z, y = max z
|
|
||||||
vec2 z_data;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
|
|
||||||
//BBS: add wireframe logic
|
|
||||||
varying vec3 barycentric_coordinates;
|
|
||||||
float edgeFactor(float lineWidth) {
|
|
||||||
vec3 d = fwidth(barycentric_coordinates);
|
|
||||||
vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
|
|
||||||
return min(min(a3.x, a3.y), a3.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
|
|
||||||
return mix(stroke, fill, edgeFactor(lineWidth));
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 getWireframeColor(vec3 fill) {
|
|
||||||
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
|
|
||||||
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
|
|
||||||
}
|
|
||||||
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
|
|
||||||
//BBS: add outline_color
|
|
||||||
uniform bool is_outline;
|
|
||||||
uniform bool show_wireframe;
|
|
||||||
|
|
||||||
uniform bool offset_depth_buffer;
|
|
||||||
|
|
||||||
#ifdef ENABLE_ENVIRONMENT_MAP
|
|
||||||
uniform sampler2D environment_tex;
|
|
||||||
uniform bool use_environment_tex;
|
|
||||||
#endif // ENABLE_ENVIRONMENT_MAP
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
|
|
||||||
// x = diffuse, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
uniform PrintVolumeDetection print_volume;
|
|
||||||
|
|
||||||
varying vec4 model_pos;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
varying float world_normal_z;
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
|
||||||
discard;
|
|
||||||
vec3 color = uniform_color.rgb;
|
|
||||||
float alpha = uniform_color.a;
|
|
||||||
|
|
||||||
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
|
|
||||||
//color = vec3(0.7, 0.7, 1.0);
|
|
||||||
color = ORANGE;
|
|
||||||
alpha = 1.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// if the fragment is outside the print volume -> use darker color
|
|
||||||
vec3 pv_check_min = ZERO;
|
|
||||||
vec3 pv_check_max = ZERO;
|
|
||||||
if (print_volume.type == 0) {
|
|
||||||
// rectangle
|
|
||||||
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
|
|
||||||
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
|
|
||||||
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
|
|
||||||
}
|
|
||||||
else if (print_volume.type == 1) {
|
|
||||||
// circle
|
|
||||||
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
|
|
||||||
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
|
|
||||||
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
|
|
||||||
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
|
|
||||||
}
|
|
||||||
|
|
||||||
//BBS: add outline_color
|
|
||||||
if (is_outline)
|
|
||||||
gl_FragColor = uniform_color;
|
|
||||||
#ifdef ENABLE_ENVIRONMENT_MAP
|
|
||||||
else if (use_environment_tex)
|
|
||||||
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
|
|
||||||
#endif
|
|
||||||
else {
|
|
||||||
//gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
|
||||||
if (show_wireframe) {
|
|
||||||
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
|
|
||||||
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
|
|
||||||
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
|
|
||||||
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
|
|
||||||
gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
|
|
||||||
}
|
|
|
@ -1,79 +0,0 @@
|
||||||
#version 130
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
|
||||||
//#define LIGHT_FRONT_SHININESS 5.0
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
|
|
||||||
uniform mat4 volume_world_matrix;
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
|
|
||||||
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
||||||
uniform vec2 z_range;
|
|
||||||
// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
||||||
uniform vec4 clipping_plane;
|
|
||||||
|
|
||||||
// x = diffuse, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
|
|
||||||
varying vec4 model_pos;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
varying float world_normal_z;
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
|
|
||||||
varying vec3 barycentric_coordinates;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
eye_normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
model_pos = gl_Vertex;
|
|
||||||
// Point in homogenous coordinates.
|
|
||||||
world_pos = volume_world_matrix * gl_Vertex;
|
|
||||||
|
|
||||||
// z component of normal vector in world coordinate used for slope shading
|
|
||||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
||||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
||||||
|
|
||||||
//compute the Barycentric Coordinates
|
|
||||||
int vertexMod3 = gl_VertexID % 3;
|
|
||||||
barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
|
|
||||||
}
|
|
|
@ -1,12 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
uniform float emission_factor;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
|
||||||
}
|
|
|
@ -1,38 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
}
|
|
|
@ -1,12 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
uniform float emission_factor;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
|
||||||
}
|
|
|
@ -1,46 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
// vertex attributes
|
|
||||||
attribute vec3 v_position;
|
|
||||||
attribute vec3 v_normal;
|
|
||||||
// instance attributes
|
|
||||||
attribute vec3 i_offset;
|
|
||||||
attribute vec2 i_scales;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 eye_normal = normalize(gl_NormalMatrix * v_normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
|
||||||
vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
gl_Position = gl_ProjectionMatrix * vec4(eye_position, 1.0);
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
const float EPSILON = 0.0001;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
||||||
// Values inside depth buffer for fragments of the contour of a selected area are offset
|
|
||||||
// by small epsilon to solve z-fighting between painted triangles and contour lines.
|
|
||||||
gl_FragDepth = gl_FragCoord.z - EPSILON;
|
|
||||||
}
|
|
|
@ -1,6 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = ftransform();
|
|
||||||
}
|
|
|
@ -1,83 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
const float EPSILON = 0.0001;
|
|
||||||
//BBS: add grey and orange
|
|
||||||
//const vec3 GREY = vec3(0.9, 0.9, 0.9);
|
|
||||||
const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
|
|
||||||
const vec3 LightRed = vec3(0.78, 0.0, 0.0);
|
|
||||||
const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
varying vec4 model_pos;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
uniform bool volume_mirrored;
|
|
||||||
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
|
||||||
discard;
|
|
||||||
vec3 color = uniform_color.rgb;
|
|
||||||
float alpha = uniform_color.a;
|
|
||||||
|
|
||||||
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
|
|
||||||
if (volume_mirrored)
|
|
||||||
{
|
|
||||||
triangle_normal = -triangle_normal;
|
|
||||||
}
|
|
||||||
vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
|
|
||||||
|
|
||||||
if (slope.actived) {
|
|
||||||
if(world_pos.z<0.1&&world_pos.z>-0.1)
|
|
||||||
{
|
|
||||||
color = LightBlue;
|
|
||||||
alpha = 1.0;
|
|
||||||
}
|
|
||||||
else if( transformed_normal.z < slope.normal_z - EPSILON)
|
|
||||||
{
|
|
||||||
color = color * 0.5 + LightRed * 0.5;
|
|
||||||
alpha = 1.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
// x = diffuse, y = specular;
|
|
||||||
vec2 intensity = vec2(0.0, 0.0);
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
|
||||||
}
|
|
|
@ -1,30 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
|
|
||||||
uniform mat4 volume_world_matrix;
|
|
||||||
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
||||||
uniform vec2 z_range;
|
|
||||||
// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
||||||
uniform vec4 clipping_plane;
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
varying vec4 model_pos;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
model_pos = gl_Vertex;
|
|
||||||
// Point in homogenous coordinates.
|
|
||||||
world_pos = volume_world_matrix * gl_Vertex;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
||||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
||||||
}
|
|
|
@ -1,107 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
const float EPSILON = 0.0001;
|
|
||||||
//BBS: add grey and orange
|
|
||||||
//const vec3 GREY = vec3(0.9, 0.9, 0.9);
|
|
||||||
const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
|
|
||||||
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
varying vec4 model_pos;
|
|
||||||
|
|
||||||
uniform bool volume_mirrored;
|
|
||||||
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
|
|
||||||
//BBS: add wireframe logic
|
|
||||||
varying vec3 barycentric_coordinates;
|
|
||||||
float edgeFactor(float lineWidth) {
|
|
||||||
vec3 d = fwidth(barycentric_coordinates);
|
|
||||||
vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
|
|
||||||
return min(min(a3.x, a3.y), a3.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
|
|
||||||
return mix(stroke, fill, edgeFactor(lineWidth));
|
|
||||||
//if (any(lessThan(barycentric_coordinates, vec3(0.005, 0.005, 0.005))))
|
|
||||||
// return vec3(1.0, 0.0, 0.0);
|
|
||||||
//else
|
|
||||||
// return fill;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 getWireframeColor(vec3 fill) {
|
|
||||||
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
|
|
||||||
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
|
|
||||||
}
|
|
||||||
uniform bool show_wireframe;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
|
||||||
discard;
|
|
||||||
vec3 color = uniform_color.rgb;
|
|
||||||
float alpha = uniform_color.a;
|
|
||||||
|
|
||||||
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
|
|
||||||
#ifdef FLIP_TRIANGLE_NORMALS
|
|
||||||
triangle_normal = -triangle_normal;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
|
|
||||||
if (slope.actived && transformed_normal.z < slope.normal_z - EPSILON) {
|
|
||||||
//color = vec3(0.7, 0.7, 1.0);
|
|
||||||
color = color * 0.5 + ORANGE * 0.5;
|
|
||||||
alpha = 1.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (volume_mirrored)
|
|
||||||
triangle_normal = -triangle_normal;
|
|
||||||
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
// x = diffuse, y = specular;
|
|
||||||
vec2 intensity = vec2(0.0, 0.0);
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
if (show_wireframe) {
|
|
||||||
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
|
|
||||||
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,43 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
||||||
|
|
||||||
attribute vec3 v_position;
|
|
||||||
attribute vec3 v_barycentric;
|
|
||||||
|
|
||||||
uniform mat4 volume_world_matrix;
|
|
||||||
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
||||||
uniform vec2 z_range;
|
|
||||||
// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
||||||
uniform vec4 clipping_plane;
|
|
||||||
|
|
||||||
varying vec3 clipping_planes_dots;
|
|
||||||
varying vec4 model_pos;
|
|
||||||
|
|
||||||
varying vec3 barycentric_coordinates;
|
|
||||||
|
|
||||||
struct SlopeDetection
|
|
||||||
{
|
|
||||||
bool actived;
|
|
||||||
float normal_z;
|
|
||||||
mat3 volume_world_normal_matrix;
|
|
||||||
};
|
|
||||||
uniform SlopeDetection slope;
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
//model_pos = gl_Vertex;
|
|
||||||
model_pos = vec4(v_position, 1.0);
|
|
||||||
// Point in homogenous coordinates.
|
|
||||||
//vec4 world_pos = volume_world_matrix * gl_Vertex;
|
|
||||||
vec4 world_pos = volume_world_matrix * model_pos;
|
|
||||||
|
|
||||||
//gl_Position = ftransform();
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0);
|
|
||||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
||||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
||||||
|
|
||||||
//compute the Barycentric Coordinates
|
|
||||||
//int vertexMod3 = gl_VertexID % 3;
|
|
||||||
//barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
|
|
||||||
barycentric_coordinates = v_barycentric;
|
|
||||||
}
|
|
|
@ -1,10 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_FragColor = uniform_color;
|
|
||||||
//gl_FragColor = vec4(ORANGE, 1.0);
|
|
||||||
}
|
|
|
@ -1,12 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
attribute vec4 v_position;
|
|
||||||
attribute vec2 v_tex_coords;
|
|
||||||
|
|
||||||
varying vec2 tex_coords;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = ftransform();
|
|
||||||
tex_coords = v_tex_coords;
|
|
||||||
}
|
|
|
@ -1,34 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
|
|
||||||
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
|
||||||
uniform bool transparent_background;
|
|
||||||
uniform bool svg_source;
|
|
||||||
|
|
||||||
varying vec2 tex_coord;
|
|
||||||
|
|
||||||
vec4 svg_color()
|
|
||||||
{
|
|
||||||
// takes foreground from texture
|
|
||||||
vec4 fore_color = texture2D(texture, tex_coord);
|
|
||||||
|
|
||||||
// calculates radial gradient
|
|
||||||
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
|
|
||||||
|
|
||||||
// blends foreground with background
|
|
||||||
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 non_svg_color()
|
|
||||||
{
|
|
||||||
// takes foreground from texture
|
|
||||||
vec4 color = texture2D(texture, tex_coord);
|
|
||||||
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_FragColor = svg_source ? svg_color() : non_svg_color();
|
|
||||||
}
|
|
|
@ -1,9 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
varying vec2 tex_coord;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = ftransform();
|
|
||||||
tex_coord = gl_MultiTexCoord0.xy;
|
|
||||||
}
|
|
|
@ -1,16 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
uniform float emission_factor;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
//varying float drop;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
if (world_pos.z < 0.0)
|
|
||||||
discard;
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
|
||||||
}
|
|
|
@ -1,43 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
uniform mat4 volume_world_matrix;
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
varying vec4 world_pos;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
// Point in homogenous coordinates.
|
|
||||||
world_pos = volume_world_matrix * gl_Vertex;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
}
|
|
|
@ -1,28 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
|
|
||||||
|
|
||||||
// x = ambient, y = top diffuse, z = front diffuse, w = global
|
|
||||||
uniform vec4 light_intensity;
|
|
||||||
uniform vec4 uniform_color;
|
|
||||||
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec3 normal = normalize(eye_normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points.
|
|
||||||
float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
|
|
||||||
|
|
||||||
float intensity = light_intensity.x + NdotL * light_intensity.y;
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source.
|
|
||||||
NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
|
|
||||||
intensity += NdotL * light_intensity.z;
|
|
||||||
|
|
||||||
gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
|
|
||||||
}
|
|
|
@ -1,9 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
|
||||||
eye_normal = gl_NormalMatrix * gl_Normal;
|
|
||||||
}
|
|
|
@ -1,41 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define M_PI 3.1415926535897932384626433832795
|
|
||||||
|
|
||||||
// 2D texture (1D texture split by the rows) of color along the object Z axis.
|
|
||||||
uniform sampler2D z_texture;
|
|
||||||
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
|
|
||||||
uniform float z_to_texture_row;
|
|
||||||
uniform float z_texture_row_to_normalized;
|
|
||||||
uniform float z_cursor;
|
|
||||||
uniform float z_cursor_band_width;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
varying float object_z;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
float object_z_row = z_to_texture_row * object_z;
|
|
||||||
// Index of the row in the texture.
|
|
||||||
float z_texture_row = floor(object_z_row);
|
|
||||||
// Normalized coordinate from 0. to 1.
|
|
||||||
float z_texture_col = object_z_row - z_texture_row;
|
|
||||||
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
|
|
||||||
// Calculate level of detail from the object Z coordinate.
|
|
||||||
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
|
|
||||||
// and the vertical surfaces to be shown with low detail (no stripes)
|
|
||||||
float z_in_cells = object_z_row * 190.;
|
|
||||||
// Gradient of Z projected on the screen.
|
|
||||||
float dx_vtc = dFdx(z_in_cells);
|
|
||||||
float dy_vtc = dFdy(z_in_cells);
|
|
||||||
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
|
|
||||||
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
|
|
||||||
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
|
|
||||||
if (z_texture_row >= 0.0)
|
|
||||||
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
|
|
||||||
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
|
|
||||||
// Mix the final color.
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
|
||||||
}
|
|
|
@ -1,52 +0,0 @@
|
||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
|
||||||
//#define LIGHT_FRONT_SHININESS 5.0
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
|
|
||||||
uniform mat4 volume_world_matrix;
|
|
||||||
uniform float object_max_z;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
varying vec2 intensity;
|
|
||||||
|
|
||||||
varying float object_z;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// First transform the normal into camera space and normalize the result.
|
|
||||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
|
||||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
// Scaled to widths of the Z texture.
|
|
||||||
if (object_max_z > 0.0)
|
|
||||||
// when rendering the overlay
|
|
||||||
object_z = object_max_z * gl_MultiTexCoord0.y;
|
|
||||||
else
|
|
||||||
// when rendering the volumes
|
|
||||||
object_z = (volume_world_matrix * gl_Vertex).z;
|
|
||||||
|
|
||||||
gl_Position = ftransform();
|
|
||||||
}
|
|
|
@ -3377,8 +3377,8 @@ void GLCanvas3D::on_key(wxKeyEvent& evt)
|
||||||
wxGetApp().plater()->toggle_render_statistic_dialog();
|
wxGetApp().plater()->toggle_render_statistic_dialog();
|
||||||
m_dirty = true;
|
m_dirty = true;
|
||||||
#endif
|
#endif
|
||||||
}
|
} else if ((evt.ShiftDown() && evt.ControlDown() && keyCode == WXK_RETURN) ||
|
||||||
else if (evt.ShiftDown() && evt.ControlDown() && keyCode == WXK_RETURN) {
|
evt.ShiftDown() && evt.AltDown() && keyCode == WXK_RETURN) {
|
||||||
wxGetApp().plater()->toggle_show_wireframe();
|
wxGetApp().plater()->toggle_show_wireframe();
|
||||||
m_dirty = true;
|
m_dirty = true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -138,7 +138,7 @@ bool GLGizmoMmuSegmentation::on_init()
|
||||||
m_desc["height_range"] = _L("Height range");
|
m_desc["height_range"] = _L("Height range");
|
||||||
|
|
||||||
//add toggle wire frame hint
|
//add toggle wire frame hint
|
||||||
m_desc["toggle_wireframe_caption"] = _L("Ctrl + Shift + Enter");
|
m_desc["toggle_wireframe_caption"] = _L("Alt + Shift + Enter");
|
||||||
m_desc["toggle_wireframe"] = _L("Toggle Wireframe");
|
m_desc["toggle_wireframe"] = _L("Toggle Wireframe");
|
||||||
|
|
||||||
init_extruders_data();
|
init_extruders_data();
|
||||||
|
@ -359,16 +359,16 @@ void GLGizmoMmuSegmentation::show_tooltip_information(float caption_max, float x
|
||||||
std::vector<std::string> tip_items;
|
std::vector<std::string> tip_items;
|
||||||
switch (m_tool_type) {
|
switch (m_tool_type) {
|
||||||
case ToolType::BRUSH:
|
case ToolType::BRUSH:
|
||||||
tip_items = {"paint", "erase", "cursor_size", "clipping_of_view"};
|
tip_items = {"paint", "erase", "cursor_size", "clipping_of_view", "toggle_wireframe"};
|
||||||
break;
|
break;
|
||||||
case ToolType::BUCKET_FILL:
|
case ToolType::BUCKET_FILL:
|
||||||
tip_items = {"paint", "erase", "smart_fill_angle", "clipping_of_view"};
|
tip_items = {"paint", "erase", "smart_fill_angle", "clipping_of_view", "toggle_wireframe"};
|
||||||
break;
|
break;
|
||||||
case ToolType::SMART_FILL:
|
case ToolType::SMART_FILL:
|
||||||
// TODO:
|
// TODO:
|
||||||
break;
|
break;
|
||||||
case ToolType::GAP_FILL:
|
case ToolType::GAP_FILL:
|
||||||
tip_items = {"gap_area"};
|
tip_items = {"gap_area", "toggle_wireframe"};
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -1237,6 +1237,12 @@ float TriangleSelectorPatch::gap_area = TriangleSelectorPatch::GapAreaMin;
|
||||||
|
|
||||||
void TriangleSelectorPatch::render(ImGuiWrapper* imgui, const Transform3d& matrix)
|
void TriangleSelectorPatch::render(ImGuiWrapper* imgui, const Transform3d& matrix)
|
||||||
{
|
{
|
||||||
|
static bool last_show_wireframe = false;
|
||||||
|
if (last_show_wireframe != wxGetApp().plater()->is_show_wireframe()) {
|
||||||
|
last_show_wireframe = wxGetApp().plater()->is_show_wireframe();
|
||||||
|
m_update_render_data = true;
|
||||||
|
m_paint_changed = true;
|
||||||
|
}
|
||||||
if (m_update_render_data) {
|
if (m_update_render_data) {
|
||||||
update_render_data();
|
update_render_data();
|
||||||
m_update_render_data = false;
|
m_update_render_data = false;
|
||||||
|
@ -1246,6 +1252,18 @@ void TriangleSelectorPatch::render(ImGuiWrapper* imgui, const Transform3d& matri
|
||||||
if (!shader)
|
if (!shader)
|
||||||
return;
|
return;
|
||||||
assert(shader->get_name() == "gouraud" || shader->get_name() == "mm_gouraud");
|
assert(shader->get_name() == "gouraud" || shader->get_name() == "mm_gouraud");
|
||||||
|
bool show_wireframe = false;
|
||||||
|
if (wxGetApp().plater()->is_wireframe_enabled()) {
|
||||||
|
if (m_need_wireframe && wxGetApp().plater()->is_show_wireframe()) {
|
||||||
|
//BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(", show_wireframe on");
|
||||||
|
shader->set_uniform("show_wireframe", true);
|
||||||
|
show_wireframe = true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
//BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(", show_wireframe off");
|
||||||
|
shader->set_uniform("show_wireframe", false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (size_t buffer_idx = 0; buffer_idx < m_triangle_patches.size(); ++buffer_idx) {
|
for (size_t buffer_idx = 0; buffer_idx < m_triangle_patches.size(); ++buffer_idx) {
|
||||||
if (this->has_VBOs(buffer_idx)) {
|
if (this->has_VBOs(buffer_idx)) {
|
||||||
|
@ -1263,7 +1281,7 @@ void TriangleSelectorPatch::render(ImGuiWrapper* imgui, const Transform3d& matri
|
||||||
//to make black not too hard too see
|
//to make black not too hard too see
|
||||||
ColorRGBA new_color = adjust_color_for_rendering(color);
|
ColorRGBA new_color = adjust_color_for_rendering(color);
|
||||||
shader->set_uniform("uniform_color", new_color);
|
shader->set_uniform("uniform_color", new_color);
|
||||||
this->render(buffer_idx);
|
this->render(buffer_idx, show_wireframe);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1280,7 +1298,7 @@ void TriangleSelectorPatch::update_triangles_per_type()
|
||||||
patch.triangle_indices.reserve(m_triangles.size() / 3);
|
patch.triangle_indices.reserve(m_triangles.size() / 3);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool using_wireframe = (wxGetApp().plater()->is_wireframe_enabled())?true:false;
|
bool using_wireframe = (wxGetApp().plater()->is_wireframe_enabled() && wxGetApp().plater()->is_show_wireframe()) ? true : false;
|
||||||
|
|
||||||
for (auto& triangle : m_triangles) {
|
for (auto& triangle : m_triangles) {
|
||||||
if (!triangle.valid() || triangle.is_split())
|
if (!triangle.valid() || triangle.is_split())
|
||||||
|
@ -1338,7 +1356,7 @@ void TriangleSelectorPatch::update_triangles_per_patch()
|
||||||
auto [neighbors, neighbors_propagated] = this->precompute_all_neighbors();
|
auto [neighbors, neighbors_propagated] = this->precompute_all_neighbors();
|
||||||
std::vector<bool> visited(m_triangles.size(), false);
|
std::vector<bool> visited(m_triangles.size(), false);
|
||||||
|
|
||||||
bool using_wireframe = (wxGetApp().plater()->is_wireframe_enabled())?true:false;
|
bool using_wireframe = (wxGetApp().plater()->is_wireframe_enabled() && wxGetApp().plater()->is_show_wireframe()) ? true : false;
|
||||||
|
|
||||||
auto get_all_touching_triangles = [this](int facet_idx, const Vec3i& neighbors, const Vec3i& neighbors_propagated) -> std::vector<int> {
|
auto get_all_touching_triangles = [this](int facet_idx, const Vec3i& neighbors, const Vec3i& neighbors_propagated) -> std::vector<int> {
|
||||||
assert(facet_idx != -1 && facet_idx < int(m_triangles.size()));
|
assert(facet_idx != -1 && facet_idx < int(m_triangles.size()));
|
||||||
|
@ -1494,13 +1512,12 @@ void TriangleSelectorPatch::update_render_data()
|
||||||
//BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(", exit");
|
//BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(", exit");
|
||||||
}
|
}
|
||||||
|
|
||||||
void TriangleSelectorPatch::render(int triangle_indices_idx)
|
void TriangleSelectorPatch::render(int triangle_indices_idx, bool show_wireframe)
|
||||||
{
|
{
|
||||||
assert(triangle_indices_idx < this->m_triangle_indices_VBO_ids.size());
|
assert(triangle_indices_idx < this->m_triangle_indices_VBO_ids.size());
|
||||||
assert(this->m_triangle_patches.size() == this->m_triangle_indices_VBO_ids.size());
|
assert(this->m_triangle_patches.size() == this->m_triangle_indices_VBO_ids.size());
|
||||||
//assert(this->m_vertices_VBO_id != 0);
|
//assert(this->m_vertices_VBO_id != 0);
|
||||||
assert(this->m_triangle_patches.size() == this->m_vertices_VBO_ids.size());
|
assert(this->m_triangle_patches.size() == this->m_vertices_VBO_ids.size());
|
||||||
assert(this->m_vertices_VAO_ids[triangle_indices_idx] != 0);
|
|
||||||
assert(this->m_vertices_VBO_ids[triangle_indices_idx] != 0);
|
assert(this->m_vertices_VBO_ids[triangle_indices_idx] != 0);
|
||||||
assert(this->m_triangle_indices_VBO_ids[triangle_indices_idx] != 0);
|
assert(this->m_triangle_indices_VBO_ids[triangle_indices_idx] != 0);
|
||||||
|
|
||||||
|
@ -1512,9 +1529,21 @@ void TriangleSelectorPatch::render(int triangle_indices_idx)
|
||||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->m_vertices_VBO_ids[triangle_indices_idx]));
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->m_vertices_VBO_ids[triangle_indices_idx]));
|
||||||
const GLint position_id = shader->get_attrib_location("v_position");
|
const GLint position_id = shader->get_attrib_location("v_position");
|
||||||
if (position_id != -1) {
|
if (position_id != -1) {
|
||||||
glsafe(::glVertexAttribPointer((GLint) position_id, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr));
|
if (show_wireframe) {
|
||||||
|
glsafe(::glVertexAttribPointer((GLint) position_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void *) 0));
|
||||||
|
} else {
|
||||||
|
glsafe(::glVertexAttribPointer((GLint) position_id, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr));
|
||||||
|
}
|
||||||
glsafe(::glEnableVertexAttribArray((GLint)position_id));
|
glsafe(::glEnableVertexAttribArray((GLint)position_id));
|
||||||
}
|
}
|
||||||
|
GLint barycentric_id = -1;
|
||||||
|
if (show_wireframe) {
|
||||||
|
barycentric_id = shader->get_attrib_location("v_barycentric");
|
||||||
|
if (barycentric_id != -1) {
|
||||||
|
glsafe(::glVertexAttribPointer((GLint) barycentric_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void *) (3 * sizeof(float))));
|
||||||
|
glsafe(::glEnableVertexAttribArray((GLint) barycentric_id));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Render using the Vertex Buffer Objects.
|
// Render using the Vertex Buffer Objects.
|
||||||
if (this->m_triangle_indices_sizes[triangle_indices_idx] > 0) {
|
if (this->m_triangle_indices_sizes[triangle_indices_idx] > 0) {
|
||||||
|
@ -1526,6 +1555,8 @@ void TriangleSelectorPatch::render(int triangle_indices_idx)
|
||||||
|
|
||||||
if (position_id != -1)
|
if (position_id != -1)
|
||||||
glsafe(::glDisableVertexAttribArray(position_id));
|
glsafe(::glDisableVertexAttribArray(position_id));
|
||||||
|
if (barycentric_id != -1)
|
||||||
|
glsafe(::glDisableVertexAttribArray(barycentric_id));
|
||||||
|
|
||||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||||
}
|
}
|
||||||
|
|
|
@ -175,7 +175,7 @@ protected:
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void update_render_data();
|
void update_render_data();
|
||||||
void render(int buffer_idx);
|
void render(int buffer_idx, bool show_wireframe=false);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -7742,7 +7742,7 @@ Plater::Plater(wxWindow *parent, MainFrame *main_frame)
|
||||||
, p(new priv(this, main_frame))
|
, p(new priv(this, main_frame))
|
||||||
{
|
{
|
||||||
// Initialization performed in the private c-tor
|
// Initialization performed in the private c-tor
|
||||||
enable_wireframe(false);
|
enable_wireframe(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Plater::Show(bool show)
|
bool Plater::Show(bool show)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue