GCodeViewer -> 1st iteration of rendering of extrude toolpaths as solid

This commit is contained in:
enricoturri1966 2020-08-26 15:29:33 +02:00
parent 2783653369
commit ba9c3a74ed
7 changed files with 303 additions and 112 deletions

View file

@ -1,8 +1,8 @@
#version 110
uniform vec3 uniform_color;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = vec4(uniform_color, 1.0);
gl_FragColor = uniform_color;
}

View file

@ -1,19 +1,15 @@
// version 120 is needed for gl_PointCoord
#version 120
uniform vec3 uniform_color;
uniform vec4 uniform_color;
uniform float percent_outline_radius;
uniform float percent_center_radius;
vec4 hardcoded_color(float radius, vec3 color)
{
return ((radius < 0.15) || (radius > 0.85)) ? vec4(0.5 * color, 1.0) : vec4(color, 1.0);
}
vec4 customizable_color(float radius, vec3 color)
vec4 customizable_color(float radius, vec4 color)
{
return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
vec4(0.5 * color, 1.0) : vec4(color, 1.0);
vec4(0.5 * color.rgb, color.a) : color;
}
void main()

View file

@ -6,7 +6,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
// x = ambient, y = top diffuse, z = front diffuse, w = global
uniform vec4 light_intensity;
uniform vec3 uniform_color;
uniform vec4 uniform_color;
varying vec3 eye_position;
varying vec3 eye_normal;
@ -27,5 +27,5 @@ void main()
NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
intensity += NdotL * light_intensity.z;
gl_FragColor = vec4(uniform_color * light_intensity.w * intensity, 1.0);
gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
}