Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Background rendering

(cherry picked from commit prusa3d/PrusaSlicer@eda55701a2)
This commit is contained in:
enricoturri1966 2023-10-21 17:16:45 +08:00 committed by Noisyfox
parent 35899b96ba
commit 04ad26f611
5 changed files with 61 additions and 31 deletions

View file

@ -0,0 +1,11 @@
#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);
}

View file

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

View file

@ -78,26 +78,19 @@
static constexpr const float TRACKBALLSIZE = 0.8f;
static Slic3r::ColorRGB DEFAULT_BG_LIGHT_COLOR = {0.906f, 0.906f, 0.906f};
static Slic3r::ColorRGB DEFAULT_BG_LIGHT_COLOR_DARK = {0.329f, 0.329f, 0.353f};
static Slic3r::ColorRGB ERROR_BG_LIGHT_COLOR = {0.753f, 0.192f, 0.039f};
static Slic3r::ColorRGB ERROR_BG_LIGHT_COLOR_DARK = {0.753f, 0.192f, 0.039f};
static Slic3r::ColorRGBA DEFAULT_BG_LIGHT_COLOR = { 0.906f, 0.906f, 0.906f, 1.0f };
static Slic3r::ColorRGBA DEFAULT_BG_LIGHT_COLOR_DARK = { 0.329f, 0.329f, 0.353f, 1.0f };
static Slic3r::ColorRGBA ERROR_BG_LIGHT_COLOR = { 0.753f, 0.192f, 0.039f, 1.0f };
static Slic3r::ColorRGBA ERROR_BG_LIGHT_COLOR_DARK = { 0.753f, 0.192f, 0.039f, 1.0f };
void GLCanvas3D::update_render_colors()
{
DEFAULT_BG_LIGHT_COLOR = {
RenderColor::colors[RenderCol_3D_Background].x,
RenderColor::colors[RenderCol_3D_Background].y,
RenderColor::colors[RenderCol_3D_Background].z,
};
DEFAULT_BG_LIGHT_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_3D_Background]);
}
void GLCanvas3D::load_render_colors()
{
RenderColor::colors[RenderCol_3D_Background] = ImVec4(DEFAULT_BG_LIGHT_COLOR.r(),
DEFAULT_BG_LIGHT_COLOR.g(),
DEFAULT_BG_LIGHT_COLOR.b(),
1.0f);
RenderColor::colors[RenderCol_3D_Background] = ImGuiWrapper::to_ImVec4(DEFAULT_BG_LIGHT_COLOR);
}
//static constexpr const float AXES_COLOR[3][3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } };
@ -6610,7 +6603,7 @@ void GLCanvas3D::_rectangular_selection_picking_pass()
_update_volumes_hover_state();
}
void GLCanvas3D::_render_background() const
void GLCanvas3D::_render_background()
{
bool use_error_color = false;
if (wxGetApp().is_editor()) {
@ -6642,27 +6635,41 @@ void GLCanvas3D::_render_background() const
// Draws a bottom to top gradient over the complete screen.
glsafe(::glDisable(GL_DEPTH_TEST));
::glBegin(GL_QUADS);
ColorRGBA background_color = m_is_dark ? DEFAULT_BG_LIGHT_COLOR_DARK : DEFAULT_BG_LIGHT_COLOR;
ColorRGBA error_background_color = m_is_dark ? ERROR_BG_LIGHT_COLOR_DARK : ERROR_BG_LIGHT_COLOR;
const ColorRGBA bottom_color = use_error_color ? error_background_color : background_color;
ColorRGB background_color = m_is_dark ? DEFAULT_BG_LIGHT_COLOR_DARK : DEFAULT_BG_LIGHT_COLOR;
ColorRGB error_background_color = m_is_dark ? ERROR_BG_LIGHT_COLOR_DARK : ERROR_BG_LIGHT_COLOR;
if (!m_background.is_initialized() || m_background.get_color() != bottom_color) {
m_background.reset();
if (use_error_color)
::glColor3fv(error_background_color.data());
else
::glColor3fv(background_color.data());
GLModel::Geometry init_data;
init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P2T2, GLModel::Geometry::EIndexType::USHORT };
init_data.color = bottom_color;
init_data.vertices.reserve(4 * GLModel::Geometry::vertex_stride_floats(init_data.format));
init_data.indices.reserve(6 * GLModel::Geometry::index_stride_bytes(init_data.format));
::glVertex2f(-1.0f, -1.0f);
::glVertex2f(1.0f, -1.0f);
// vertices
init_data.add_vertex(Vec2f(-1.0f, -1.0f), Vec2f(0.0f, 0.0f));
init_data.add_vertex(Vec2f(1.0f, -1.0f), Vec2f(1.0f, 0.0f));
init_data.add_vertex(Vec2f(1.0f, 1.0f), Vec2f(1.0f, 1.0f));
init_data.add_vertex(Vec2f(-1.0f, 1.0f), Vec2f(0.0f, 1.0f));
if (use_error_color)
::glColor3fv(error_background_color.data());
else
::glColor3fv(background_color.data());
// indices
init_data.add_ushort_triangle(0, 1, 2);
init_data.add_ushort_triangle(2, 3, 0);
::glVertex2f(1.0f, 1.0f);
::glVertex2f(-1.0f, 1.0f);
glsafe(::glEnd());
m_background.init_from(std::move(init_data));
}
GLShaderProgram* shader = wxGetApp().get_shader("background");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("top_color", use_error_color ? ERROR_BG_LIGHT_COLOR : DEFAULT_BG_LIGHT_COLOR);
shader->set_uniform("bottom_color", bottom_color);
m_background.render();
shader->stop_using();
}
glsafe(::glEnable(GL_DEPTH_TEST));

View file

@ -714,6 +714,7 @@ public:
CameraTarget m_camera_target;
#endif // ENABLE_SHOW_CAMERA_TARGET
GLModel m_background;
public:
explicit GLCanvas3D(wxGLCanvas* canvas, Bed3D &bed);
~GLCanvas3D();
@ -1119,7 +1120,7 @@ private:
void _picking_pass();
void _rectangular_selection_picking_pass();
void _render_background() const;
void _render_background();
void _render_bed(bool bottom, bool show_axes);
void _render_bed_for_picking(bool bottom);
//BBS: add part plate related logic

View file

@ -35,6 +35,8 @@ std::pair<bool, std::string> GLShadersManager::init()
// basic shader, used to render all what was previously rendered using the immediate mode
valid &= append_shader("flat", { "flat.vs", "flat.fs" });
// used to render 3D scene background
valid &= append_shader("background", { "background.vs", "background.fs" });
// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
//used to render thumbnail