Optimization of the OpenGL shaders for clipping with clipping planes.
This commit is contained in:
parent
112f218c03
commit
566bb7041a
@ -2,30 +2,21 @@
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
varying vec3 clipping_planes_dots;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying vec3 delta_box_min;
|
||||
varying vec3 delta_box_max;
|
||||
|
||||
varying vec3 world_pos;
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
// x = min z, y = max z;
|
||||
uniform vec2 z_range;
|
||||
|
||||
// clipping plane (general orientation):
|
||||
uniform vec4 clipping_plane;
|
||||
|
||||
void main()
|
||||
{
|
||||
if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z))
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
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
|
||||
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);
|
||||
|
@ -28,13 +28,18 @@ struct PrintBoxDetection
|
||||
|
||||
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;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying vec3 delta_box_min;
|
||||
varying vec3 delta_box_max;
|
||||
|
||||
varying vec3 world_pos;
|
||||
varying vec3 clipping_planes_dots;
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -69,5 +74,8 @@ void main()
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user