OSX specific: Fixed darker colors of objects inside multi-material gizmo on macOS running on Arm64 CPU.

For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. Because of this, objects had darker colors inside the multi-material gizmo.
Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
This commit is contained in:
Lukáš Hejl 2021-08-02 14:03:17 +02:00
parent ab9dfb7932
commit bad51cdb52
4 changed files with 61 additions and 4 deletions

View file

@ -1,4 +1,5 @@
#include "libslic3r/libslic3r.h"
#include "libslic3r/Platform.hpp"
#include "GLShadersManager.hpp"
#include "3DScene.hpp"
#include "GUI_App.hpp"
@ -43,9 +44,19 @@ std::pair<bool, std::string> GLShadersManager::init()
// used to render extrusion and travel paths as lines in gcode preview
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
// used to render objects in 3d editor
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
// Because of this, objects had darker colors inside the multi-material gizmo.
// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
if (platform_flavor() == PlatformFlavor::OSXOnArm)
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
, "ENABLE_ENVIRONMENT_MAP"sv
#endif
});
else
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif
);
// used to render variable layers heights in 3d editor