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https://github.com/SoftFever/OrcaSlicer.git
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NEW: add the wireframe rendering mode for debug
currently we can turn on/off it by 'ctrl+shift+enter' Change-Id: Ic9e5460e8955376e8e2c1a3701e12a1f0b4216ad
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6 changed files with 62 additions and 6 deletions
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@ -1,4 +1,4 @@
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#version 110
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#version 130
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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//BBS: add grey and orange
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@ -26,11 +26,29 @@ struct SlopeDetection
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mat3 volume_world_normal_matrix;
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};
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//BBS: add wireframe logic
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varying vec3 barycentric_coordinates;
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float edgeFactor(float lineWidth) {
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vec3 d = fwidth(barycentric_coordinates);
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vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
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return min(min(a3.x, a3.y), a3.z);
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}
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vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
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return mix(stroke, fill, edgeFactor(lineWidth));
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}
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vec3 getWireframeColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform bool show_wireframe;
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uniform bool offset_depth_buffer;
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@ -88,9 +106,17 @@ void main()
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else if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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#endif
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else
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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else {
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//gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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if (show_wireframe) {
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vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
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vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
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gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
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}
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else {
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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}
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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@ -1,4 +1,4 @@
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#version 110
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#version 130
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#define INTENSITY_CORRECTION 0.6
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@ -43,6 +43,8 @@ varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 barycentric_coordinates;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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@ -70,4 +72,8 @@ void main()
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gl_Position = ftransform();
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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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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//compute the Barycentric Coordinates
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int vertexMod3 = gl_VertexID % 3;
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barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
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}
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