New tech ENABLE_SLOPE_RENDERING - 1st installment of rendering objects colored by facets slope

This commit is contained in:
enricoturri1966 2020-03-13 15:09:07 +01:00
parent 84c9136e2d
commit b36051af82
12 changed files with 277 additions and 19 deletions

View file

@ -1,6 +1,21 @@
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 GREEN = vec3(0.0, 0.65, 0.0);
const vec3 YELLOW = vec3(0.5, 0.65, 0.0);
const vec3 RED = vec3(0.65, 0.0, 0.0);
const float EPSILON = 0.0001;
struct SlopeDetection
{
bool active;
// x = yellow z, y = red z
vec2 z_range;
mat3 volume_world_normal_matrix;
};
uniform vec4 uniform_color;
uniform SlopeDetection slope;
varying vec3 clipping_planes_dots;
@ -10,14 +25,19 @@ varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
uniform vec4 uniform_color;
varying float world_normal_z;
vec3 slope_color()
{
return (world_normal_z > slope.z_range.x - EPSILON) ? GREEN : mix(RED, YELLOW, (world_normal_z - slope.z_range.y) / (slope.z_range.x - slope.z_range.y));
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = slope.active ? slope_color() : uniform_color.rgb;
// if the fragment is outside the print volume -> use darker color
vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
}