diff --git a/resources/shaders/colorchanges.fs b/resources/shaders/colorchanges.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/colorchanges.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/colorchanges.vs b/resources/shaders/colorchanges.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/colorchanges.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/resources/shaders/customs.fs b/resources/shaders/customs.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/customs.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/customs.vs b/resources/shaders/customs.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/customs.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/resources/shaders/options_110.fs b/resources/shaders/options_110.fs new file mode 100644 index 000000000..3722058c8 --- /dev/null +++ b/resources/shaders/options_110.fs @@ -0,0 +1,8 @@ +#version 120 + +uniform vec3 uniform_color; + +void main() +{ + gl_FragColor = vec4(uniform_color, 1.0); +} diff --git a/resources/shaders/options_110.vs b/resources/shaders/options_110.vs new file mode 100644 index 000000000..5361c88ce --- /dev/null +++ b/resources/shaders/options_110.vs @@ -0,0 +1,11 @@ +#version 110 + +uniform float zoom; +// x = min, y = max +uniform vec2 point_sizes; + +void main() +{ + gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y); + gl_Position = ftransform(); +} diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120.fs new file mode 100644 index 000000000..090cde292 --- /dev/null +++ b/resources/shaders/options_120.fs @@ -0,0 +1,15 @@ +#version 120 + +uniform vec3 uniform_color; + +void main() +{ + vec2 pos = gl_PointCoord - vec2(0.5, 0.5); + float sq_radius = pos.x * pos.x + pos.y * pos.y; + if (sq_radius > 0.25) + discard; + else if (sq_radius > 0.180625) + gl_FragColor = vec4(0.5 * uniform_color, 1.0); + else + gl_FragColor = vec4(uniform_color, 1.0); +} diff --git a/resources/shaders/options_120.vs b/resources/shaders/options_120.vs new file mode 100644 index 000000000..ebf7428c9 --- /dev/null +++ b/resources/shaders/options_120.vs @@ -0,0 +1,11 @@ +#version 120 + +uniform float zoom; +// x = min, y = max +uniform vec2 point_sizes; + +void main() +{ + gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y); + gl_Position = ftransform(); +} diff --git a/resources/shaders/pauses.fs b/resources/shaders/pauses.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/pauses.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/pauses.vs b/resources/shaders/pauses.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/pauses.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/resources/shaders/retractions.fs b/resources/shaders/retractions.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/retractions.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/retractions.vs b/resources/shaders/retractions.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/retractions.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/resources/shaders/toolchanges.fs b/resources/shaders/toolchanges.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/toolchanges.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/toolchanges.vs b/resources/shaders/toolchanges.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/toolchanges.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/resources/shaders/unretractions.fs b/resources/shaders/unretractions.fs deleted file mode 100644 index fc81e487f..000000000 --- a/resources/shaders/unretractions.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 110 - -#define INTENSITY_AMBIENT 0.3 -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -uniform vec3 uniform_color; - -varying vec3 eye_position; -varying vec3 eye_normal; -//varying float world_normal_z; - -// x = tainted, y = specular; -vec2 intensity; - -void main() -{ - vec3 normal = normalize(eye_normal); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - -// // darkens fragments whose normal points downward -// if (world_normal_z < 0.0) -// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT)); - - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0); -} diff --git a/resources/shaders/unretractions.vs b/resources/shaders/unretractions.vs deleted file mode 100644 index 3b78a5970..000000000 --- a/resources/shaders/unretractions.vs +++ /dev/null @@ -1,17 +0,0 @@ -#version 110 - -varying vec3 eye_position; -varying vec3 eye_normal; -//// world z component of the normal used to darken the lower side of the toolpaths -//varying float world_normal_z; - -void main() -{ - eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; - eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); -// eye_normal = gl_NormalMatrix * gl_Normal; -// world_normal_z = gl_Normal.z; - gl_Position = ftransform(); - - gl_PointSize = 15.0; -} diff --git a/src/slic3r/GUI/GCodeViewer.cpp b/src/slic3r/GUI/GCodeViewer.cpp index 453b9ecae..cf2f689ce 100644 --- a/src/slic3r/GUI/GCodeViewer.cpp +++ b/src/slic3r/GUI/GCodeViewer.cpp @@ -440,12 +440,12 @@ void GCodeViewer::init_shaders() { switch (buffer_type(i)) { - case GCodeProcessor::EMoveType::Tool_change: { m_buffers[i].shader = "toolchanges"; break; } - case GCodeProcessor::EMoveType::Color_change: { m_buffers[i].shader = "colorchanges"; break; } - case GCodeProcessor::EMoveType::Pause_Print: { m_buffers[i].shader = "pauses"; break; } - case GCodeProcessor::EMoveType::Custom_GCode: { m_buffers[i].shader = "customs"; break; } - case GCodeProcessor::EMoveType::Retract: { m_buffers[i].shader = "retractions"; break; } - case GCodeProcessor::EMoveType::Unretract: { m_buffers[i].shader = "unretractions"; break; } + case GCodeProcessor::EMoveType::Tool_change: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } + case GCodeProcessor::EMoveType::Color_change: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } + case GCodeProcessor::EMoveType::Pause_Print: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } + case GCodeProcessor::EMoveType::Custom_GCode: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } + case GCodeProcessor::EMoveType::Retract: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } + case GCodeProcessor::EMoveType::Unretract: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; } case GCodeProcessor::EMoveType::Extrude: { m_buffers[i].shader = "extrusions"; break; } case GCodeProcessor::EMoveType::Travel: { m_buffers[i].shader = "travels"; break; } default: { break; } @@ -827,6 +827,12 @@ void GCodeViewer::render_toolpaths() const }; #endif // !ENABLE_SHADERS_MANAGER + bool is_glsl_120 = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20); + int detected_point_sizes[2]; + ::glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, detected_point_sizes); + std::array point_sizes = { 2.0f, std::min(64.0f, static_cast(detected_point_sizes[1])) }; + double zoom = wxGetApp().plater()->get_camera().get_zoom(); + glsafe(::glCullFace(GL_BACK)); glsafe(::glLineWidth(3.0f)); @@ -868,94 +874,139 @@ void GCodeViewer::render_toolpaths() const { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::ToolChanges)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::ToolChanges)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS } + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } break; } case GCodeProcessor::EMoveType::Color_change: { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::ColorChanges)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::ColorChanges)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS } + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } break; } case GCodeProcessor::EMoveType::Pause_Print: { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::PausePrints)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::PausePrints)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS } + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } break; } case GCodeProcessor::EMoveType::Custom_GCode: { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::CustomGCodes)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::CustomGCodes)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS } + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } break; } case GCodeProcessor::EMoveType::Retract: { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::Retractions)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::Retractions)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } } break; } @@ -963,19 +1014,28 @@ void GCodeViewer::render_toolpaths() const { #if ENABLE_SHADERS_MANAGER shader->set_uniform("uniform_color", Options_Colors[static_cast(EOptionsColors::Unretractions)]); + shader->set_uniform("zoom", zoom); + shader->set_uniform("point_sizes", point_sizes); + if (is_glsl_120) + { + glsafe(::glEnable(GL_POINT_SPRITE)); + glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)); + } #else set_color(static_cast(buffer.shader.get_shader_program_id()), Options_Colors[static_cast(EOptionsColors::Unretractions)]); #endif // ENABLE_SHADERS_MANAGER for (const RenderPath& path : buffer.render_paths) { - glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); - glsafe(::glDisable(GL_PROGRAM_POINT_SIZE)); - #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_points_calls_count; #endif // ENABLE_GCODE_VIEWER_STATISTICS } + if (is_glsl_120) + { + glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)); + glsafe(::glDisable(GL_POINT_SPRITE)); + } break; } case GCodeProcessor::EMoveType::Extrude: diff --git a/src/slic3r/GUI/GLShadersManager.cpp b/src/slic3r/GUI/GLShadersManager.cpp index 02d033b5a..6df8c7520 100644 --- a/src/slic3r/GUI/GLShadersManager.cpp +++ b/src/slic3r/GUI/GLShadersManager.cpp @@ -34,18 +34,9 @@ std::pair GLShadersManager::init() valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" }); // used to render printbed valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" }); - // used to render tool changes in gcode preview - valid &= append_shader("toolchanges", { "toolchanges.vs", "toolchanges.fs" }); - // used to render color changes in gcode preview - valid &= append_shader("colorchanges", { "colorchanges.vs", "colorchanges.fs" }); - // used to render pause prints in gcode preview - valid &= append_shader("pauses", { "pauses.vs", "pauses.fs" }); - // used to render custom gcode points in gcode preview - valid &= append_shader("customs", { "customs.vs", "customs.fs" }); - // used to render retractions in gcode preview - valid &= append_shader("retractions", { "retractions.vs", "retractions.fs" }); - // used to render unretractions in gcode preview - valid &= append_shader("unretractions", { "unretractions.vs", "unretractions.fs" }); + // used to render options in gcode preview + valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" }); + valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" }); // used to render extrusion paths in gcode preview valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" }); // used to render travel paths in gcode preview