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:
Noisyfox 2023-11-21 17:17:22 +08:00 committed by GitHub
parent 70d86af253
commit 03a9014d3a
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GPG key ID: 4AEE18F83AFDEB23
39 changed files with 121 additions and 1092 deletions

View file

@ -40,6 +40,28 @@ struct SlopeDetection
};
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)))
@ -86,5 +108,12 @@ void main()
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);
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);
}
}

View file

@ -12,10 +12,13 @@ uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_barycentric;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying vec3 barycentric_coordinates;
struct SlopeDetection
{
bool actived;
@ -32,4 +35,7 @@ void main()
gl_Position = projection_matrix * view_model_matrix * model_pos;
// 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
barycentric_coordinates = v_barycentric;
}

View file

@ -40,6 +40,30 @@ struct SlopeDetection
};
uniform SlopeDetection slope;
out vec4 out_color;
//BBS: add wireframe logic
in 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)))
@ -86,5 +110,12 @@ void main()
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);
if (show_wireframe) {
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
out_color = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
}
else {
out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}
}

View file

@ -12,10 +12,13 @@ uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_barycentric;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out vec3 barycentric_coordinates;
struct SlopeDetection
{
bool actived;
@ -32,4 +35,7 @@ void main()
gl_Position = projection_matrix * view_model_matrix * model_pos;
// 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
barycentric_coordinates = v_barycentric;
}

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@ -1,11 +0,0 @@
#version 110
uniform vec4 top_color;
uniform vec4 bottom_color;
varying vec2 tex_coord;
void main()
{
gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
}

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@ -1,9 +0,0 @@
#version 110
varying vec2 tex_coord;
void main()
{
gl_Position = gl_Vertex;
tex_coord = gl_MultiTexCoord0.xy;
}

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@ -1,8 +0,0 @@
#version 110
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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@ -1,6 +0,0 @@
#version 110
void main()
{
gl_Position = ftransform();
}

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@ -1,10 +0,0 @@
#version 110
uniform sampler2D uniform_texture;
varying vec2 tex_coord;
void main()
{
gl_FragColor = texture2D(uniform_texture, tex_coord);
}

View file

@ -1,9 +0,0 @@
#version 110
varying vec2 tex_coord;
void main()
{
gl_Position = ftransform();
tex_coord = gl_MultiTexCoord0.xy;
}

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@ -1,105 +0,0 @@
#version 110
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 vec3 LightRed = vec3(0.78, 0.0, 0.0);
const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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;
};
uniform vec4 uniform_color;
uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
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 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) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 0.8;
}
else if( world_normal_z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 0.8;
}
}
// 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);
// 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);
}

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@ -1,71 +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 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 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
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);
}

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@ -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);
}

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@ -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));
}

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@ -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);
}

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@ -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();
}

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@ -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);
}

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@ -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);
}

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@ -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;
}

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@ -1,6 +0,0 @@
#version 110
void main()
{
gl_Position = ftransform();
}

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@ -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);
}

View file

@ -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);
}

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@ -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);
}
}

View file

@ -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;
}

View file

@ -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);
}

View file

@ -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;
}

View file

@ -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();
}

View file

@ -1,9 +0,0 @@
#version 110
varying vec2 tex_coord;
void main()
{
gl_Position = ftransform();
tex_coord = gl_MultiTexCoord0.xy;
}

View file

@ -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);
}

View file

@ -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();
}

View file

@ -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);
}

View file

@ -1,9 +0,0 @@
#version 110
varying vec3 eye_normal;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
eye_normal = gl_NormalMatrix * gl_Normal;
}

View file

@ -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);
}

View file

@ -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();
}

View file

@ -3377,8 +3377,8 @@ void GLCanvas3D::on_key(wxKeyEvent& evt)
wxGetApp().plater()->toggle_render_statistic_dialog();
m_dirty = true;
#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();
m_dirty = true;
}

View file

@ -138,7 +138,7 @@ bool GLGizmoMmuSegmentation::on_init()
m_desc["height_range"] = _L("Height range");
//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");
init_extruders_data();
@ -359,16 +359,16 @@ void GLGizmoMmuSegmentation::show_tooltip_information(float caption_max, float x
std::vector<std::string> tip_items;
switch (m_tool_type) {
case ToolType::BRUSH:
tip_items = {"paint", "erase", "cursor_size", "clipping_of_view"};
tip_items = {"paint", "erase", "cursor_size", "clipping_of_view", "toggle_wireframe"};
break;
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;
case ToolType::SMART_FILL:
// TODO:
break;
case ToolType::GAP_FILL:
tip_items = {"gap_area"};
tip_items = {"gap_area", "toggle_wireframe"};
break;
default:
break;

View file

@ -1237,6 +1237,12 @@ float TriangleSelectorPatch::gap_area = TriangleSelectorPatch::GapAreaMin;
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) {
update_render_data();
m_update_render_data = false;
@ -1246,6 +1252,18 @@ void TriangleSelectorPatch::render(ImGuiWrapper* imgui, const Transform3d& matri
if (!shader)
return;
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) {
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
ColorRGBA new_color = adjust_color_for_rendering(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);
}
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) {
if (!triangle.valid() || triangle.is_split())
@ -1338,7 +1356,7 @@ void TriangleSelectorPatch::update_triangles_per_patch()
auto [neighbors, neighbors_propagated] = this->precompute_all_neighbors();
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> {
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");
}
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(this->m_triangle_patches.size() == this->m_triangle_indices_VBO_ids.size());
//assert(this->m_vertices_VBO_id != 0);
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_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]));
const GLint position_id = shader->get_attrib_location("v_position");
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));
}
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.
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)
glsafe(::glDisableVertexAttribArray(position_id));
if (barycentric_id != -1)
glsafe(::glDisableVertexAttribArray(barycentric_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}

View file

@ -175,7 +175,7 @@ protected:
private:
void update_render_data();
void render(int buffer_idx);
void render(int buffer_idx, bool show_wireframe=false);
};

View file

@ -7742,7 +7742,7 @@ Plater::Plater(wxWindow *parent, MainFrame *main_frame)
, p(new priv(this, main_frame))
{
// Initialization performed in the private c-tor
enable_wireframe(false);
enable_wireframe(true);
}
bool Plater::Show(bool show)