mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 09:17:52 -06:00
Out of bed detection - 1st installment
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parent
83a2d2af4b
commit
bdd2d725c8
15 changed files with 689 additions and 188 deletions
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@ -68,6 +68,7 @@ __PACKAGE__->mk_accessors( qw(_quat _dirty init
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_zoom
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_legend_enabled
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_warning_enabled
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_apply_zoom_to_volumes_filter
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) );
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@ -142,6 +143,7 @@ sub new {
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$self->_sphi(45);
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$self->_zoom(1);
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$self->_legend_enabled(0);
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$self->_warning_enabled(0);
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$self->use_plain_shader(0);
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$self->_apply_zoom_to_volumes_filter(0);
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@ -217,7 +219,12 @@ sub new {
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sub set_legend_enabled {
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my ($self, $value) = @_;
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$self->_legend_enabled($value);
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$self->_legend_enabled($value);
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}
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sub set_warning_enabled {
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my ($self, $value) = @_;
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$self->_warning_enabled($value);
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}
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sub Destroy {
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@ -1296,11 +1303,14 @@ sub Render {
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}
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glEnable(GL_LIGHTING);
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# draw objects
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if (! $self->use_plain_shader) {
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$self->draw_volumes;
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} elsif ($self->UseVBOs) {
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if ($self->enable_picking) {
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$self->volumes->set_print_box($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, $self->{config}->get('max_print_height'));
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}
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$self->{plain_shader}->enable if $self->{plain_shader};
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$self->volumes->render_VBOs;
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$self->{plain_shader}->disable;
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@ -1327,6 +1337,9 @@ sub Render {
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glDisable(GL_BLEND);
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}
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# draw warning message
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$self->draw_warning;
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# draw gcode preview legend
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$self->draw_legend;
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@ -1599,31 +1612,65 @@ sub draw_active_object_annotations {
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sub draw_legend {
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my ($self) = @_;
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if ($self->_legend_enabled)
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{
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# If the legend texture has not been loaded into the GPU, do it now.
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my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
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if ($tex_id > 0)
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{
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my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
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my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
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if (($tex_w > 0) && ($tex_h > 0))
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{
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glDisable(GL_DEPTH_TEST);
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glPushMatrix();
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glLoadIdentity();
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my ($cw, $ch) = $self->GetSizeWH;
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my $l = (-0.5 * $cw) / $self->_zoom;
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my $t = (0.5 * $ch) / $self->_zoom;
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my $r = $l + $tex_w / $self->_zoom;
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my $b = $t - $tex_h / $self->_zoom;
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$self->_render_texture($tex_id, $l, $r, $b, $t);
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if (!$self->_legend_enabled) {
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return;
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}
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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# If the legend texture has not been loaded into the GPU, do it now.
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my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
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if ($tex_id > 0)
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{
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my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
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my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
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if (($tex_w > 0) && ($tex_h > 0))
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{
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glDisable(GL_DEPTH_TEST);
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glPushMatrix();
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glLoadIdentity();
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my ($cw, $ch) = $self->GetSizeWH;
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my $l = (-0.5 * $cw) / $self->_zoom;
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my $t = (0.5 * $ch) / $self->_zoom;
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my $r = $l + $tex_w / $self->_zoom;
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my $b = $t - $tex_h / $self->_zoom;
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$self->_render_texture($tex_id, $l, $r, $b, $t);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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}
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}
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sub draw_warning {
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my ($self) = @_;
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if (!$self->_warning_enabled) {
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return;
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}
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# If the warning texture has not been loaded into the GPU, do it now.
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my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture;
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if ($tex_id > 0)
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{
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my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width;
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my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height;
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if (($tex_w > 0) && ($tex_h > 0))
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{
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glDisable(GL_DEPTH_TEST);
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glPushMatrix();
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glLoadIdentity();
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my ($cw, $ch) = $self->GetSizeWH;
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my $l = (-0.5 * $tex_w) / $self->_zoom;
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my $t = (-0.5 * $ch + $tex_h) / $self->_zoom;
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my $r = $l + $tex_w / $self->_zoom;
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my $b = $t - $tex_h / $self->_zoom;
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$self->_render_texture($tex_id, $l, $r, $b, $t);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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}
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}
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@ -1694,39 +1741,55 @@ sub _vertex_shader_Gouraud {
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#define INTENSITY_CORRECTION 0.7
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#define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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#define LIGHT_TOP_DIR vec3(-0.4574957, 0.4574957, 0.7624929)
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 50.
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#define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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#define LIGHT_FRONT_DIR vec3(0.6985074, 0.1397015, 0.6985074)
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 50.
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct PrintBoxDetection
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{
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vec3 min;
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vec3 max;
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// xyz contains the offset, if w == 1.0 detection needs to be performed
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vec4 volume_origin;
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};
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uniform PrintBoxDetection print_box;
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varying float intensity_specular;
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varying float intensity_tainted;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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void main()
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{
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vec3 eye, normal, lightDir, viewVector, halfVector;
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vec3 normal, viewVector, halfVector;
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float NdotL, NdotHV;
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eye = vec3(0., 0., 1.);
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vec3 eye = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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// First transform the normal into eye space and normalize the result.
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normal = normalize(gl_NormalMatrix * gl_Normal);
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// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
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// Also since we're talking about a directional light, the position field is actually direction.
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lightDir = vec3(LIGHT_TOP_DIR);
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halfVector = normalize(lightDir + eye);
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halfVector = normalize(LIGHT_TOP_DIR + eye);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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NdotL = max(dot(normal, lightDir), 0.0);
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NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity_specular = 0.;
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@ -1735,15 +1798,27 @@ void main()
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intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source.
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lightDir = vec3(LIGHT_FRONT_DIR);
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// halfVector = normalize(lightDir + eye);
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NdotL = max(dot(normal, lightDir), 0.0);
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// halfVector = normalize(LIGHT_FRONT_DIR + eye);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute the specular term if NdotL is larger than zero
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// if (NdotL > 0.0)
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// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.volume_origin.w == 1.0)
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{
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vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
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delta_box_min = v - print_box.min;
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delta_box_max = v - print_box.max;
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}
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else
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{
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delta_box_min = ZERO;
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delta_box_max = ZERO;
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}
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gl_Position = ftransform();
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}
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@ -1756,14 +1831,23 @@ sub _fragment_shader_Gouraud {
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varying float intensity_specular;
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varying float intensity_tainted;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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uniform vec4 uniform_color;
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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void main()
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{
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gl_FragColor =
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vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted;
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gl_FragColor.a = uniform_color.a;
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// if the fragment is outside the print volume darken it and set it as transparent
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if (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO)))
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gl_FragColor = vec4(mix(gl_FragColor.xyz, ZERO, 0.5), 0.5 * uniform_color.a);
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else
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gl_FragColor.a = uniform_color.a;
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}
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FRAGMENT
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@ -1828,6 +1912,7 @@ void main() {
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// compute the specular term into spec
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// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
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}
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gl_FragColor = max(
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vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
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INTENSITY_AMBIENT * uniform_color);
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@ -1840,12 +1925,12 @@ sub _vertex_shader_variable_layer_height {
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return <<'VERTEX';
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#version 110
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#define LIGHT_TOP_DIR 0., 1., 0.
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const vec3 LIGHT_TOP_DIR = vec3(0.0, 1.0, 0.0);
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#define LIGHT_TOP_DIFFUSE 0.2
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#define LIGHT_TOP_SPECULAR 0.3
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#define LIGHT_TOP_SHININESS 50.
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#define LIGHT_FRONT_DIR 0., 0., 1.
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE 0.5
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#define LIGHT_FRONT_SPECULAR 0.3
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#define LIGHT_FRONT_SHININESS 50.
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@ -1859,7 +1944,7 @@ varying float object_z;
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void main()
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{
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vec3 eye, normal, lightDir, viewVector, halfVector;
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vec3 eye, normal, viewVector, halfVector;
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float NdotL, NdotHV;
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// eye = gl_ModelViewMatrixInverse[3].xyz;
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@ -1870,12 +1955,11 @@ void main()
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// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
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// Also since we're talking about a directional light, the position field is actually direction.
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lightDir = vec3(LIGHT_TOP_DIR);
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halfVector = normalize(lightDir + eye);
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halfVector = normalize(LIGHT_TOP_DIR + eye);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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NdotL = max(dot(normal, lightDir), 0.0);
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NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity_specular = 0.;
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@ -1884,9 +1968,8 @@ void main()
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// intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source.
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lightDir = vec3(LIGHT_FRONT_DIR);
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halfVector = normalize(lightDir + eye);
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NdotL = max(dot(normal, lightDir), 0.0);
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halfVector = normalize(LIGHT_FRONT_DIR + eye);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute the specular term if NdotL is larger than zero
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