Optimization of the OpenGL shaders for clipping with clipping planes.

This commit is contained in:
bubnikv 2019-04-12 11:01:53 +02:00
parent 112f218c03
commit 566bb7041a
2 changed files with 15 additions and 16 deletions

View File

@ -2,30 +2,21 @@
const vec3 ZERO = vec3(0.0, 0.0, 0.0); const vec3 ZERO = vec3(0.0, 0.0, 0.0);
varying vec3 clipping_planes_dots;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
varying vec3 delta_box_max; varying vec3 delta_box_max;
varying vec3 world_pos;
uniform vec4 uniform_color; uniform vec4 uniform_color;
// x = min z, y = max z;
uniform vec2 z_range;
// clipping plane (general orientation):
uniform vec4 clipping_plane;
void main() void main()
{ {
if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z)) if (any(lessThan(clipping_planes_dots, ZERO)))
discard; discard;
if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.0 )
discard;
// if the fragment is outside the print volume -> use darker color // if the fragment is outside the print volume -> use darker color
vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb; vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a); gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);

View File

@ -28,13 +28,18 @@ struct PrintBoxDetection
uniform PrintBoxDetection print_box; uniform PrintBoxDetection print_box;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
varying vec3 delta_box_max; varying vec3 delta_box_max;
varying vec3 world_pos; varying vec3 clipping_planes_dots;
void main() void main()
{ {
@ -69,5 +74,8 @@ void main()
} }
gl_Position = ftransform(); gl_Position = ftransform();
world_pos = vec3(print_box.volume_world_matrix * gl_Vertex); // Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
} }