Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.

It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
This commit is contained in:
Lukáš Hejl 2021-06-25 18:09:53 +02:00
parent a467d0e30e
commit 6194e67e68
4 changed files with 233 additions and 68 deletions

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@ -1,5 +1,19 @@
#version 110 #version 110
#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(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0); const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 GREEN = vec3(0.0, 0.7, 0.0); const vec3 GREEN = vec3(0.0, 0.7, 0.0);
const vec3 YELLOW = vec3(0.5, 0.7, 0.0); const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
@ -42,14 +56,42 @@ vec3 sinking_color(vec3 color)
return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color; return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
} }
uniform bool compute_triangle_normals_in_fs;
void main() void main()
{ {
if (any(lessThan(clipping_planes_dots, ZERO))) if (any(lessThan(clipping_planes_dots, ZERO)))
discard; discard;
vec3 color = uniform_color.rgb; vec3 color = uniform_color.rgb;
float alpha = uniform_color.a; float alpha = uniform_color.a;
if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
{ vec2 intensity_fs = intensity;
vec3 eye_normal_fs = eye_normal;
float world_normal_z_fs = world_normal_z;
if (compute_triangle_normals_in_fs) {
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
// First transform the normal into camera space and normalize the result.
eye_normal_fs = normalize(gl_NormalMatrix * triangle_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(eye_normal_fs, LIGHT_TOP_DIR), 0.0);
intensity_fs = vec2(0.0, 0.0);
intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
// z component of normal vector in world coordinate used for slope shading
world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
}
if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
color = vec3(0.7, 0.7, 1.0); color = vec3(0.7, 0.7, 1.0);
alpha = 1.0; alpha = 1.0;
} }
@ -60,8 +102,8 @@ void main()
color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color); color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
#ifdef ENABLE_ENVIRONMENT_MAP #ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex) if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha); gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
else else
#endif #endif
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha); gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
} }

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@ -54,22 +54,26 @@ varying float world_pos_z;
varying float world_normal_z; varying float world_normal_z;
varying vec3 eye_normal; varying vec3 eye_normal;
uniform bool compute_triangle_normals_in_fs;
void main() void main()
{ {
// First transform the normal into camera space and normalize the result. if (!compute_triangle_normals_in_fs) {
eye_normal = normalize(gl_NormalMatrix * gl_Normal); // First transform the normal into camera space and normalize the result.
eye_normal = normalize(gl_NormalMatrix * gl_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(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
// Perform the same lighting calculation for the 2nd light source (no specular applied). intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
}
model_pos = gl_Vertex; model_pos = gl_Vertex;
// Point in homogenous coordinates. // Point in homogenous coordinates.
@ -77,19 +81,17 @@ void main()
world_pos_z = world_pos.z; world_pos_z = world_pos.z;
// compute deltas for out of print volume detection (world coordinates) // compute deltas for out of print volume detection (world coordinates)
if (print_box.actived) if (print_box.actived) {
{
delta_box_min = world_pos.xyz - print_box.min; delta_box_min = world_pos.xyz - print_box.min;
delta_box_max = world_pos.xyz - print_box.max; delta_box_max = world_pos.xyz - print_box.max;
} } else {
else
{
delta_box_min = ZERO; delta_box_min = ZERO;
delta_box_max = ZERO; delta_box_max = ZERO;
} }
// z component of normal vector in world coordinate used for slope shading // z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0; if (!compute_triangle_normals_in_fs)
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
gl_Position = ftransform(); gl_Position = ftransform();
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.

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@ -481,55 +481,49 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
if (!shader) if (!shader)
return; return;
assert(shader->get_name() == "gouraud"); assert(shader->get_name() == "gouraud");
ScopeGuard guard([shader]() { if (shader) shader->set_uniform("compute_triangle_normals_in_fs", false);});
shader->set_uniform("compute_triangle_normals_in_fs", true);
for (size_t i = 0; i <= m_iva_colors.size(); ++i) { for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
GLIndexedVertexArray &iva = i == m_iva_colors.size() ? m_iva_seed_fill : m_iva_colors[i]; if (m_gizmo_scene.has_VBOs(color_idx)) {
if (!iva.vertices_and_normals_interleaved.empty() && m_update_render_data) { shader->set_uniform("uniform_color", color_idx == 0 ? m_default_volume_color :
iva.vertices_and_normals_interleaved_size = iva.vertices_and_normals_interleaved.size(); color_idx == (m_gizmo_scene.triangle_indices.size() - 1) ? seed_fill_color :
iva.triangle_indices.assign(iva.vertices_and_normals_interleaved_size / 6, 0); m_colors[color_idx - 1]);
std::iota(iva.triangle_indices.begin(), iva.triangle_indices.end(), 0); m_gizmo_scene.render(color_idx);
iva.triangle_indices_size = iva.triangle_indices.size();
iva.finalize_geometry(true);
} }
if (iva.has_VBOs()) {
shader->set_uniform("uniform_color", (i == 0) ? m_default_volume_color : i == m_iva_colors.size() ? seed_fill_color : m_colors[i - 1]);
iva.render();
}
}
m_update_render_data = false; m_update_render_data = false;
} }
void TriangleSelectorMmGui::update_render_data() void TriangleSelectorMmGui::update_render_data()
{ {
for (auto &iva_color : m_iva_colors) m_gizmo_scene.release_geometry();
iva_color.release_geometry(); m_vertices.reserve(m_vertices.size() * 3);
m_iva_seed_fill.release_geometry(); for (const Vertex &vr : m_vertices) {
m_gizmo_scene.vertices.emplace_back(vr.v.x());
m_gizmo_scene.vertices.emplace_back(vr.v.y());
m_gizmo_scene.vertices.emplace_back(vr.v.z());
}
m_gizmo_scene.finalize_vertices();
for (const Triangle &tr : m_triangles) for (const Triangle &tr : m_triangles)
if (tr.valid() && ! tr.is_split()) { if (tr.valid() && !tr.is_split()) {
GLIndexedVertexArray *iva = nullptr; int color = int(tr.get_state());
if (tr.is_selected_by_seed_fill()) std::vector<int> &iva = tr.is_selected_by_seed_fill() ? m_gizmo_scene.triangle_indices.back() :
iva = &m_iva_seed_fill; color < int(m_gizmo_scene.triangle_indices.size() - 1) ? m_gizmo_scene.triangle_indices[color] :
else if (int color = int(tr.get_state()); color < int(m_iva_colors.size())) m_gizmo_scene.triangle_indices.front();
iva = &m_iva_colors[color]; if (iva.size() + 3 > iva.capacity())
else iva.reserve(next_highest_power_of_2(iva.size() + 3));
iva = &m_iva_colors[0];
if (iva) { iva.emplace_back(tr.verts_idxs[0]);
if (iva->vertices_and_normals_interleaved.size() + 18 > iva->vertices_and_normals_interleaved.capacity()) iva.emplace_back(tr.verts_idxs[1]);
iva->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(iva->vertices_and_normals_interleaved.size() + 18)); iva.emplace_back(tr.verts_idxs[2]);
const Vec3f &n = m_mesh->stl.facet_start[tr.source_triangle].normal;
for (int i = 0; i < 3; ++ i) {
const Vec3f &v = m_vertices[tr.verts_idxs[i]].v;
iva->vertices_and_normals_interleaved.emplace_back(n.x());
iva->vertices_and_normals_interleaved.emplace_back(n.y());
iva->vertices_and_normals_interleaved.emplace_back(n.z());
iva->vertices_and_normals_interleaved.emplace_back(v.x());
iva->vertices_and_normals_interleaved.emplace_back(v.y());
iva->vertices_and_normals_interleaved.emplace_back(v.z());
}
}
} }
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
m_gizmo_scene.triangle_indices_sizes[color_idx] = m_gizmo_scene.triangle_indices[color_idx].size();
m_gizmo_scene.finalize_triangle_indices();
} }
wxString GLGizmoMmuSegmentation::handle_snapshot_action_name(bool shift_down, GLGizmoPainterBase::Button button_down) const wxString GLGizmoMmuSegmentation::handle_snapshot_action_name(bool shift_down, GLGizmoPainterBase::Button button_down) const
@ -544,4 +538,77 @@ wxString GLGizmoMmuSegmentation::handle_snapshot_action_name(bool shift_down, GL
return action_name; return action_name;
} }
void GLMmSegmentationGizmo3DScene::release_geometry() {
if (this->vertices_VBO_id) {
glsafe(::glDeleteBuffers(1, &this->vertices_VBO_id));
this->vertices_VBO_id = 0;
}
for(auto &triangle_indices_VBO_id : triangle_indices_VBO_ids) {
glsafe(::glDeleteBuffers(1, &triangle_indices_VBO_id));
triangle_indices_VBO_id = 0;
}
this->clear();
}
void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
{
assert(triangle_indices_idx < this->triangle_indices_VBO_ids.size());
assert(this->triangle_indices_sizes.size() == this->triangle_indices_VBO_ids.size());
assert(this->vertices_VBO_id != 0);
assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_sizes[triangle_indices_idx] > 0) {
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[triangle_indices_idx]));
glsafe(::glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_sizes[triangle_indices_idx]), GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void GLMmSegmentationGizmo3DScene::finalize_vertices()
{
assert(this->vertices_VBO_id == 0);
if (!this->vertices.empty()) {
glsafe(::glGenBuffers(1, &this->vertices_VBO_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * 4, this->vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
this->vertices.clear();
}
}
void GLMmSegmentationGizmo3DScene::finalize_triangle_indices()
{
assert(triangle_indices_idx < this->triangle_indices.size());
assert(std::all_of(triangle_indices_VBO_ids.cbegin(), triangle_indices_VBO_ids.cend(), [](const auto &ti_VBO_id) { return ti_VBO_id == 0; }));
assert(this->triangle_indices.size() == this->triangle_indices_VBO_ids.size());
for (size_t buffer_idx = 0; buffer_idx < this->triangle_indices.size(); ++buffer_idx)
if (!this->triangle_indices[buffer_idx].empty()) {
glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_ids[buffer_idx]));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[buffer_idx]));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices[buffer_idx].size() * 4, this->triangle_indices[buffer_idx].data(),
GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
this->triangle_indices[buffer_idx].clear();
}
}
void GLMmSegmentationGizmo3DScene::finalize_geometry()
{
assert(this->vertices_VBO_id == 0);
assert(this->triangle_indices.size() == this->triangle_indices_VBO_ids.size());
finalize_vertices();
finalize_triangle_indices();
}
} // namespace Slic3r } // namespace Slic3r

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@ -5,13 +5,68 @@
namespace Slic3r::GUI { namespace Slic3r::GUI {
class GLMmSegmentationGizmo3DScene
{
public:
GLMmSegmentationGizmo3DScene() = delete;
explicit GLMmSegmentationGizmo3DScene(size_t triangle_indices_buffers_count)
{
this->triangle_indices = std::vector<std::vector<int>>(triangle_indices_buffers_count);
this->triangle_indices_sizes = std::vector<size_t>(triangle_indices_buffers_count);
this->triangle_indices_VBO_ids = std::vector<unsigned int>(triangle_indices_buffers_count);
}
virtual ~GLMmSegmentationGizmo3DScene() { release_geometry(); }
[[nodiscard]] inline bool has_VBOs(size_t triangle_indices_idx) const
{
assert(triangle_indices_idx < this->triangle_indices.size());
return this->triangle_indices_VBO_ids[triangle_indices_idx] != 0;
}
// Finalize the initialization of the geometry and indices, upload the geometry and indices to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_geometry();
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Finalize the initialization of the geometry, upload the geometry to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_vertices();
// Finalize the initialization of the indices, upload the indices to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_triangle_indices();
void clear()
{
this->vertices.clear();
for (std::vector<int> &ti : this->triangle_indices)
ti.clear();
for (size_t &triangle_indices_size : this->triangle_indices_sizes)
triangle_indices_size = 0;
}
void render(size_t triangle_indices_idx) const;
std::vector<float> vertices;
std::vector<std::vector<int>> triangle_indices;
// When the triangle indices are loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
std::vector<size_t> triangle_indices_sizes;
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
unsigned int vertices_VBO_id{0};
std::vector<unsigned int> triangle_indices_VBO_ids;
};
class TriangleSelectorMmGui : public TriangleSelectorGUI { class TriangleSelectorMmGui : public TriangleSelectorGUI {
public: public:
explicit TriangleSelectorMmGui(const TriangleMesh& mesh, const std::vector<std::array<float, 4>> &colors, const std::array<float, 4> &default_volume_color) // Plus 2 in the initialization of m_gizmo_scene is because the first position is allocated for non-painted triangles, and the last position is allocated for seed fill.
: TriangleSelectorGUI(mesh), m_colors(colors), m_default_volume_color(default_volume_color) { explicit TriangleSelectorMmGui(const TriangleMesh &mesh, const std::vector<std::array<float, 4>> &colors, const std::array<float, 4> &default_volume_color)
// Plus 1 is because the first position is allocated for non-painted triangles. : TriangleSelectorGUI(mesh), m_colors(colors), m_default_volume_color(default_volume_color), m_gizmo_scene(colors.size() + 2) {}
m_iva_colors = std::vector<GLIndexedVertexArray>(colors.size() + 1);
}
~TriangleSelectorMmGui() override = default; ~TriangleSelectorMmGui() override = default;
// Render current selection. Transformation matrices are supposed // Render current selection. Transformation matrices are supposed
@ -22,9 +77,8 @@ private:
void update_render_data(); void update_render_data();
const std::vector<std::array<float, 4>> &m_colors; const std::vector<std::array<float, 4>> &m_colors;
std::vector<GLIndexedVertexArray> m_iva_colors;
const std::array<float, 4> m_default_volume_color; const std::array<float, 4> m_default_volume_color;
GLIndexedVertexArray m_iva_seed_fill; GLMmSegmentationGizmo3DScene m_gizmo_scene;
}; };
class GLGizmoMmuSegmentation : public GLGizmoPainterBase class GLGizmoMmuSegmentation : public GLGizmoPainterBase