Merge branch 'scene_manipulators'

This commit is contained in:
bubnikv 2018-03-14 16:15:26 +01:00
commit ab654f6319
15 changed files with 875 additions and 301 deletions

View file

@ -68,6 +68,7 @@ __PACKAGE__->mk_accessors( qw(_quat _dirty init
_zoom
_legend_enabled
_warning_enabled
_apply_zoom_to_volumes_filter
) );
@ -142,6 +143,7 @@ sub new {
$self->_sphi(45);
$self->_zoom(1);
$self->_legend_enabled(0);
$self->_warning_enabled(0);
$self->use_plain_shader(0);
$self->_apply_zoom_to_volumes_filter(0);
@ -217,7 +219,12 @@ sub new {
sub set_legend_enabled {
my ($self, $value) = @_;
$self->_legend_enabled($value);
$self->_legend_enabled($value);
}
sub set_warning_enabled {
my ($self, $value) = @_;
$self->_warning_enabled($value);
}
sub Destroy {
@ -1300,11 +1307,16 @@ sub Render {
}
glEnable(GL_LIGHTING);
# draw objects
if (! $self->use_plain_shader) {
$self->draw_volumes;
} elsif ($self->UseVBOs) {
if ($self->enable_picking) {
$self->mark_volumes_for_layer_height;
$self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height'));
$self->volumes->update_outside_state($self->{config}, 0);
}
$self->{plain_shader}->enable if $self->{plain_shader};
$self->volumes->render_VBOs;
$self->{plain_shader}->disable;
@ -1331,6 +1343,9 @@ sub Render {
glDisable(GL_BLEND);
}
# draw warning message
$self->draw_warning;
# draw gcode preview legend
$self->draw_legend;
@ -1349,36 +1364,10 @@ sub draw_volumes {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
my $shader_active = 0;
my $object_id = int($volume->select_group_id / 1000000);
if ($self->layer_editing_enabled && ! $fakecolor && $volume->selected && $self->{layer_height_edit_shader} &&
$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
# Update the height texture if the ModelObject::layer_height_texture is invalid.
$volume->generate_layer_height_texture($self->{print}->get_object($object_id), 0);
$self->{layer_height_edit_shader}->enable;
$self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
$self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
$self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
$self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LEVEL, 0);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
# glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
# glPixelStorei(GL_UNPACK_ROW_LENGTH, $self->{layer_preview_z_texture_width});
glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
$shader_active = 1;
} elsif ($fakecolor) {
if ($fakecolor) {
# Object picking mode. Render the object with a color encoding the object index.
my $r = ($volume_idx & 0x000000FF) >> 0;
my $g = ($volume_idx & 0x0000FF00) >> 8;
@ -1393,11 +1382,6 @@ sub draw_volumes {
}
$volume->render;
if ($shader_active) {
glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable;
}
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_BLEND);
@ -1412,6 +1396,22 @@ sub draw_volumes {
glDisableClientState(GL_VERTEX_ARRAY);
}
sub mark_volumes_for_layer_height {
my ($self) = @_;
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
my $object_id = int($volume->select_group_id / 1000000);
if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
$volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id,
$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
} else {
$volume->reset_layer_height_texture_data();
}
}
}
sub _load_image_set_texture {
my ($self, $file_name) = @_;
# Load a PNG with an alpha channel.
@ -1603,31 +1603,65 @@ sub draw_active_object_annotations {
sub draw_legend {
my ($self) = @_;
if ($self->_legend_enabled)
{
# If the legend texture has not been loaded into the GPU, do it now.
my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
if ($tex_id > 0)
{
my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
if (($tex_w > 0) && ($tex_h > 0))
{
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
my ($cw, $ch) = $self->GetSizeWH;
my $l = (-0.5 * $cw) / $self->_zoom;
my $t = (0.5 * $ch) / $self->_zoom;
my $r = $l + $tex_w / $self->_zoom;
my $b = $t - $tex_h / $self->_zoom;
$self->_render_texture($tex_id, $l, $r, $b, $t);
if (!$self->_legend_enabled) {
return;
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
# If the legend texture has not been loaded into the GPU, do it now.
my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
if ($tex_id > 0)
{
my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
if (($tex_w > 0) && ($tex_h > 0))
{
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
my ($cw, $ch) = $self->GetSizeWH;
my $l = (-0.5 * $cw) / $self->_zoom;
my $t = (0.5 * $ch) / $self->_zoom;
my $r = $l + $tex_w / $self->_zoom;
my $b = $t - $tex_h / $self->_zoom;
$self->_render_texture($tex_id, $l, $r, $b, $t);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
}
}
sub draw_warning {
my ($self) = @_;
if (!$self->_warning_enabled) {
return;
}
# If the warning texture has not been loaded into the GPU, do it now.
my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture;
if ($tex_id > 0)
{
my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width;
my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height;
if (($tex_w > 0) && ($tex_h > 0))
{
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
my ($cw, $ch) = $self->GetSizeWH;
my $l = (-0.5 * $tex_w) / $self->_zoom;
my $t = (-0.5 * $ch + $tex_h) / $self->_zoom;
my $r = $l + $tex_w / $self->_zoom;
my $b = $t - $tex_h / $self->_zoom;
$self->_render_texture($tex_id, $l, $r, $b, $t);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
}
}
@ -1696,57 +1730,77 @@ sub _vertex_shader_Gouraud {
return <<'VERTEX';
#version 110
#define INTENSITY_CORRECTION 0.7
#define INTENSITY_CORRECTION 0.6
#define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
// 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 (0.5 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 50.
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
#define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
// 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 50.
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
varying float intensity_specular;
varying float intensity_tainted;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
struct PrintBoxDetection
{
vec3 min;
vec3 max;
// xyz contains the offset, if w == 1.0 detection needs to be performed
vec4 volume_origin;
};
uniform PrintBoxDetection print_box;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
void main()
{
vec3 eye, normal, lightDir, viewVector, halfVector;
float NdotL, NdotHV;
vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
eye = vec3(0., 0., 1.);
// First transform the normal into eye space and normalize the result.
normal = normalize(gl_NormalMatrix * gl_Normal);
// First transform the normal into camera space and normalize the result.
vec3 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 = vec3(LIGHT_TOP_DIR);
halfVector = normalize(lightDir + eye);
vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
// 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);
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.;
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
if (NdotL > 0.0)
intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source.
lightDir = vec3(LIGHT_FRONT_DIR);
// halfVector = normalize(lightDir + eye);
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
// 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;
// compute the specular term if NdotL is larger than zero
// if (NdotL > 0.0)
// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
// compute deltas for out of print volume detection (world coordinates)
if (print_box.volume_origin.w == 1.0)
{
vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
delta_box_min = v - print_box.min;
delta_box_max = v - print_box.max;
}
else
{
delta_box_min = ZERO;
delta_box_max = ZERO;
}
gl_Position = ftransform();
}
@ -1758,16 +1812,25 @@ sub _fragment_shader_Gouraud {
return <<'FRAGMENT';
#version 110
varying float intensity_specular;
varying float intensity_tainted;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
uniform vec4 uniform_color;
void main()
{
gl_FragColor =
vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted;
gl_FragColor.a = uniform_color.a;
gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + uniform_color * intensity.x;
// if the fragment is outside the print volume darken it and set it as transparent
if (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO)))
gl_FragColor = vec4(mix(gl_FragColor.xyz, ZERO, 0.5), 0.5 * uniform_color.a);
else
gl_FragColor.a = uniform_color.a;
}
FRAGMENT
@ -1832,6 +1895,7 @@ void main() {
// compute the specular term into spec
// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
}
gl_FragColor = max(
vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
INTENSITY_AMBIENT * uniform_color);
@ -1844,61 +1908,55 @@ sub _vertex_shader_variable_layer_height {
return <<'VERTEX';
#version 110
#define LIGHT_TOP_DIR 0., 1., 0.
#define LIGHT_TOP_DIFFUSE 0.2
#define LIGHT_TOP_SPECULAR 0.3
#define LIGHT_TOP_SHININESS 50.
#define INTENSITY_CORRECTION 0.6
#define LIGHT_FRONT_DIR 0., 0., 1.
#define LIGHT_FRONT_DIFFUSE 0.5
#define LIGHT_FRONT_SPECULAR 0.3
#define LIGHT_FRONT_SHININESS 50.
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
#define INTENSITY_AMBIENT 0.1
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 float z_to_texture_row;
varying float intensity_specular;
varying float intensity_tainted;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
vec3 eye, normal, lightDir, viewVector, halfVector;
float NdotL, NdotHV;
vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
// eye = gl_ModelViewMatrixInverse[3].xyz;
eye = vec3(0., 0., 1.);
// First transform the normal into eye space and normalize the result.
normal = normalize(gl_NormalMatrix * gl_Normal);
// First transform the normal into camera space and normalize the result.
vec3 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 = vec3(LIGHT_TOP_DIR);
halfVector = normalize(lightDir + eye);
vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
// 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);
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.;
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
// if (NdotL > 0.0)
// intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source.
lightDir = vec3(LIGHT_FRONT_DIR);
halfVector = normalize(lightDir + eye);
NdotL = max(dot(normal, lightDir), 0.0);
intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
// compute the specular term if NdotL is larger than zero
if (NdotL > 0.0)
intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 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.
object_z = gl_Vertex.z / gl_Vertex.w;
object_z = gl_Vertex.z;
gl_Position = ftransform();
}
@ -1917,13 +1975,14 @@ 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;
varying float intensity_specular;
varying float intensity_tainted;
varying float object_z;
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;
@ -1942,15 +2001,12 @@ void main()
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 =
(1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) +
lod * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.);
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(intensity_specular, intensity_specular, intensity_specular, 1.) +
(1. - z_blend) * intensity_tainted * color +
z_blend * vec4(1., 1., 0., 0.);
// and reset the transparency.
gl_FragColor.a = 1.;
vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}
FRAGMENT