'gouraud' shader modified to allow to draw an object with two different colors in Cut Gizmo
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b40473be51
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@ -24,6 +24,9 @@ struct SlopeDetection
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};
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uniform vec4 uniform_color;
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uniform bool use_color_clip_plane;
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uniform vec4 uniform_color_clip_plane_1;
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uniform vec4 uniform_color_clip_plane_2;
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uniform SlopeDetection slope;
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#ifdef ENABLE_ENVIRONMENT_MAP
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@ -34,6 +37,7 @@ uniform SlopeDetection slope;
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uniform PrintVolumeDetection print_volume;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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@ -46,12 +50,16 @@ void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec4 color;
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if (use_color_clip_plane)
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color = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1 : uniform_color_clip_plane_2;
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else
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color = uniform_color;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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color.rgb = vec3(0.7, 0.7, 1.0);
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color.a = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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@ -67,13 +75,13 @@ void main()
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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#ifdef ENABLE_ENVIRONMENT_MAP
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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, alpha);
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gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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}
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@ -35,6 +35,8 @@ uniform SlopeDetection slope;
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// Color clip plane - general orientation. Used by the cut gizmo.
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uniform vec4 color_clip_plane;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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@ -43,6 +45,7 @@ attribute vec3 v_normal;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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varying vec4 world_pos;
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varying float world_normal_z;
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@ -74,4 +77,5 @@ void main()
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gl_Position = projection_matrix * position;
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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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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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}
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@ -24,6 +24,9 @@ struct SlopeDetection
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};
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uniform vec4 uniform_color;
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uniform bool use_color_clip_plane;
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uniform vec4 uniform_color_clip_plane_1;
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uniform vec4 uniform_color_clip_plane_2;
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uniform SlopeDetection slope;
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#ifdef ENABLE_ENVIRONMENT_MAP
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@ -34,6 +37,7 @@ uniform SlopeDetection slope;
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uniform PrintVolumeDetection print_volume;
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in vec3 clipping_planes_dots;
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in float color_clip_plane_dot;
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// x = diffuse, y = specular;
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in vec2 intensity;
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@ -48,12 +52,16 @@ void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec4 color;
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if (use_color_clip_plane)
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color = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1 : uniform_color_clip_plane_2;
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else
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color = uniform_color;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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color.rgb = vec3(0.7, 0.7, 1.0);
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color.a = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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@ -69,13 +77,13 @@ void main()
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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else
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#endif
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out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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out_color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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}
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@ -35,6 +35,8 @@ uniform SlopeDetection slope;
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// Color clip plane - general orientation. Used by the cut gizmo.
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uniform vec4 color_clip_plane;
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in vec3 v_position;
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in vec3 v_normal;
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@ -43,6 +45,7 @@ in vec3 v_normal;
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out vec2 intensity;
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out vec3 clipping_planes_dots;
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out float color_clip_plane_dot;
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out vec4 world_pos;
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out float world_normal_z;
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@ -74,4 +77,5 @@ void main()
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gl_Position = projection_matrix * position;
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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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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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}
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@ -26,6 +26,9 @@ struct SlopeDetection
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};
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uniform vec4 uniform_color;
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uniform bool use_color_clip_plane;
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uniform vec4 uniform_color_clip_plane_1;
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uniform vec4 uniform_color_clip_plane_2;
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uniform SlopeDetection slope;
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#ifdef ENABLE_ENVIRONMENT_MAP
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@ -36,6 +39,7 @@ uniform SlopeDetection slope;
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uniform PrintVolumeDetection print_volume;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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@ -48,12 +52,16 @@ void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec4 color;
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if (use_color_clip_plane)
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color = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1 : uniform_color_clip_plane_2;
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else
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color = uniform_color;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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color.rgb = vec3(0.7, 0.7, 1.0);
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color.a = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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@ -70,12 +78,12 @@ void main()
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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#ifdef ENABLE_ENVIRONMENT_MAP
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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, alpha);
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gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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}
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@ -35,6 +35,8 @@ uniform SlopeDetection slope;
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// Color clip plane - general orientation. Used by the cut gizmo.
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uniform vec4 color_clip_plane;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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@ -43,6 +45,7 @@ attribute vec3 v_normal;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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varying vec4 world_pos;
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varying float world_normal_z;
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@ -74,4 +77,5 @@ void main()
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gl_Position = projection_matrix * position;
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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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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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}
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@ -814,6 +814,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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shader->set_uniform("z_range", m_z_range);
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shader->set_uniform("clipping_plane", m_clipping_plane);
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shader->set_uniform("use_color_clip_plane", m_use_color_clip_plane);
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shader->set_uniform("color_clip_plane", m_color_clip_plane);
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shader->set_uniform("uniform_color_clip_plane_1", m_color_clip_plane_colors[0]);
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shader->set_uniform("uniform_color_clip_plane_2", m_color_clip_plane_colors[1]);
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shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
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shader->set_uniform("print_volume.xy_data", m_print_volume.data);
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shader->set_uniform("print_volume.z_data", m_print_volume.zs);
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@ -387,6 +387,12 @@ private:
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// plane coeffs for clipping in shaders
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std::array<double, 4> m_clipping_plane;
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// plane coeffs for render volumes with different colors in shaders
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// used by cut gizmo
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std::array<double, 4> m_color_clip_plane;
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bool m_use_color_clip_plane{ false };
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std::array<ColorRGBA, 2> m_color_clip_plane_colors{ ColorRGBA::RED(), ColorRGBA::BLUE() };
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struct Slope
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{
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// toggle for slope rendering
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@ -445,6 +451,10 @@ public:
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const std::array<float, 2>& get_z_range() const { return m_z_range; }
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const std::array<double, 4>& get_clipping_plane() const { return m_clipping_plane; }
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void set_use_color_clip_plane(bool use) { m_use_color_clip_plane = use; }
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void set_color_clip_plane(const std::array<double, 4>& coeffs) { m_color_clip_plane = coeffs; }
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void set_color_clip_plane_colors(const std::array<ColorRGBA, 2>& colors) { m_color_clip_plane_colors = colors; }
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bool is_slope_active() const { return m_slope.active; }
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void set_slope_active(bool active) { m_slope.active = active; }
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@ -712,6 +712,10 @@ public:
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bool get_use_clipping_planes() const { return m_use_clipping_planes; }
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const std::array<ClippingPlane, 2> &get_clipping_planes() const { return m_clipping_planes; };
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void set_use_color_clip_plane(bool use) { m_volumes.set_use_color_clip_plane(use); }
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void set_color_clip_plane(const std::array<double, 4>& coeffs) { m_volumes.set_color_clip_plane(coeffs); }
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void set_color_clip_plane_colors(const std::array<ColorRGBA, 2>& colors) { m_volumes.set_color_clip_plane_colors(colors); }
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void refresh_camera_scene_box();
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BoundingBoxf3 volumes_bounding_box() const;
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@ -413,7 +413,7 @@ void GLGizmoCut3D::update_clipper()
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Vec3d normal = m_cut_normal = end - beg;
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m_cut_normal.normalize();
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if (!is_looking_forward()) {
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if (!is_looking_forward() && m_connectors_editing) {
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end = beg = m_plane_center;
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beg[Z] = box.center().z() + m_radius;
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end[Z] = box.center().z() - m_radius;
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@ -438,6 +438,13 @@ void GLGizmoCut3D::update_clipper()
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put_connectors_on_cut_plane(normal, offset);
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std::array<double, 4> data = m_c->object_clipper()->get_clipping_plane(true)->get_data();
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// we need to invert the normal for the shader to work properly
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for (int i = 0; i < 3; ++i) {
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data[i] = -data[i];
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}
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m_parent.set_color_clip_plane(data);
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if (m_raycasters.empty())
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on_register_raycasters_for_picking();
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else
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@ -901,6 +908,9 @@ std::string GLGizmoCut3D::on_get_name() const
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void GLGizmoCut3D::on_set_state()
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{
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if (m_state == On) {
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m_parent.set_use_color_clip_plane(true);
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m_parent.set_color_clip_plane_colors({ ABOVE_GRABBER_COLOR , BELOW_GRABBER_COLOR });
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update_bb();
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m_connectors_editing = !m_selected.empty();
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@ -916,6 +926,7 @@ void GLGizmoCut3D::on_set_state()
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oc->release();
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}
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m_selected.clear();
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m_parent.set_use_color_clip_plane(false);
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}
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force_update_clipper_on_render = m_state == On;
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}
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