Initial experiments with vertex / fragment shaders,

prototype to visualize layer thickness.
This commit is contained in:
bubnikv 2016-12-02 11:14:24 +01:00
parent 946b36bb4d
commit 7e1af658b6
3 changed files with 288 additions and 3 deletions

View file

@ -720,6 +720,13 @@ sub InitGL {
return if $self->init;
return unless $self->GetContext;
$self->init(1);
my $shader;
# $shader = $self->{shader} = new Slic3r::GUI::GLShader;
if ($self->{shader}) {
my $info = $shader->Load($self->_fragment_shader, $self->_vertex_shader);
print $info if $info;
}
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
@ -957,6 +964,8 @@ sub draw_volumes {
# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
my ($self, $fakecolor) = @_;
$self->{shader}->Enable if (! $fakecolor && $self->{shader});
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -1017,15 +1026,33 @@ sub draw_volumes {
if ($qverts_begin < $qverts_end) {
glVertexPointer_c(3, GL_FLOAT, 0, $volume->qverts->verts_ptr);
glNormalPointer_c(GL_FLOAT, 0, $volume->qverts->norms_ptr);
glDrawArrays(GL_QUADS, $qverts_begin / 3, ($qverts_end-$qverts_begin) / 3);
$qverts_begin /= 3;
$qverts_end /= 3;
my $nvertices = $qverts_end-$qverts_begin;
while ($nvertices > 0) {
my $nvertices_this = ($nvertices > 4096) ? 4096 : $nvertices;
glDrawArrays(GL_QUADS, $qverts_begin, $nvertices_this);
$qverts_begin += $nvertices_this;
$nvertices -= $nvertices_this;
}
}
if ($tverts_begin < $tverts_end) {
glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
glDrawArrays(GL_TRIANGLES, $tverts_begin / 3, ($tverts_end-$tverts_begin) / 3);
$tverts_begin /= 3;
$tverts_end /= 3;
my $nvertices = $tverts_end-$tverts_begin;
while ($nvertices > 0) {
my $nvertices_this = ($nvertices > 4095) ? 4095 : $nvertices;
glDrawArrays(GL_TRIANGLES, $tverts_begin, $nvertices_this);
$tverts_begin += $nvertices_this;
$nvertices -= $nvertices_this;
}
}
glVertexPointer_c(3, GL_FLOAT, 0, 0);
glNormalPointer_c(GL_FLOAT, 0, 0);
glPopMatrix();
}
glDisableClientState(GL_NORMAL_ARRAY);
@ -1036,8 +1063,11 @@ sub draw_volumes {
glColor3f(0, 0, 0);
glVertexPointer_p(3, $self->cut_lines_vertices);
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
}
glDisableClientState(GL_VERTEX_ARRAY);
$self->{shader}->Disable if (! $fakecolor && $self->{shader});
}
sub _report_opengl_state
@ -1069,6 +1099,86 @@ sub _report_opengl_state
}
}
sub _vertex_shader {
return <<'VERTEX';
#version 110
varying float object_z;
void main()
{
vec3 normal, lightDir, viewVector, halfVector;
vec4 diffuse, ambient, globalAmbient, specular = vec4(0.0);
float NdotL,NdotHV;
// First transform the normal into eye space and normalize the result.
normal = normalize(gl_NormalMatrix * gl_Normal);
// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
// Also since we're talking about a directional light, the position field is actually direction.
lightDir = normalize(vec3(gl_LightSource[0].position));
// 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.
NdotL = max(dot(normal, lightDir), 0.0);
// Compute the diffuse, ambient and globalAmbient terms.
// diffuse = NdotL * (gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse);
// ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
diffuse = NdotL * (gl_Color * gl_LightSource[0].diffuse);
ambient = gl_Color * gl_LightSource[0].ambient;
globalAmbient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
// compute the specular term if NdotL is larger than zero
if (NdotL > 0.0) {
NdotHV = max(dot(normal, normalize(gl_LightSource[0].halfVector.xyz)),0.0);
specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV,gl_FrontMaterial.shininess);
}
// Perform the same lighting calculation for the 2nd light source.
lightDir = normalize(vec3(gl_LightSource[1].position));
NdotL = max(dot(normal, lightDir), 0.0);
// diffuse += NdotL * (gl_FrontMaterial.diffuse * gl_LightSource[1].diffuse);
// ambient += gl_FrontMaterial.ambient * gl_LightSource[1].ambient;
diffuse += NdotL * (gl_Color * gl_LightSource[1].diffuse);
ambient += gl_Color * gl_LightSource[1].ambient;
// compute the specular term if NdotL is larger than zero
if (NdotL > 0.0) {
NdotHV = max(dot(normal, normalize(gl_LightSource[1].halfVector.xyz)),0.0);
specular += gl_FrontMaterial.specular * gl_LightSource[1].specular * pow(NdotHV,gl_FrontMaterial.shininess);
}
gl_FrontColor = globalAmbient + diffuse + ambient + specular;
gl_FrontColor.a = 1.;
gl_Position = ftransform();
object_z = gl_Vertex.z / gl_Vertex.w;
}
VERTEX
}
sub _fragment_shader {
return <<'FRAGMENT';
#version 110
#define M_PI 3.1415926535897932384626433832795
varying float object_z;
void main()
{
float layer_height = 0.25;
float layer_height2 = 0.5 * layer_height;
float layer_center = floor(object_z / layer_height) * layer_height + layer_height2;
float intensity = cos(M_PI * 0.7 * (layer_center - object_z) / layer_height);
gl_FragColor = gl_Color * intensity;
gl_FragColor.a = 1.;
}
FRAGMENT
}
# Container for object geometry and selection status.
package Slic3r::GUI::3DScene::Volume;
use Moo;