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1st installment of tech ENABLE_ENVIRONMENT_MAP
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11 changed files with 93 additions and 6 deletions
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@ -17,6 +17,9 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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varying vec3 clipping_planes_dots;
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// x = tainted, y = specular;
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@ -26,6 +29,7 @@ varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 slope_color()
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{
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@ -40,5 +44,8 @@ void main()
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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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, uniform_color.a);
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else
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
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}
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@ -51,22 +51,23 @@ varying vec3 delta_box_max;
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varying vec3 clipping_planes_dots;
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varying float world_normal_z;
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varying vec3 eye_normal;
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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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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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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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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute deltas for out of print volume detection (world coordinates)
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