Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: variable_layer_height
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4 changed files with 139 additions and 7 deletions
60
resources/shaders/variable_layer_height_attr.vs
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60
resources/shaders/variable_layer_height_attr.vs
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@ -0,0 +1,60 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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attribute vec3 v_position;
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attribute vec3 v_normal;
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attribute vec2 v_tex_coord;
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform float object_max_z;
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying float object_z;
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void main()
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{
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// =====================================================
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// NOTE:
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// when object_max_z > 0.0 we are rendering the overlay
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// when object_max_z == 0.0 we are rendering the volumes
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// =====================================================
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// First transform the normal into camera space and normalize the result.
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular)
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Scaled to widths of the Z texture.
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object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
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gl_Position = projection_matrix * position;
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}
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@ -263,28 +263,29 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas)
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GLCanvas3D::LayersEditing::s_overlay_window_width = ImGui::GetWindowSize().x /*+ (float)m_layers_texture.width/4*/;
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imgui.end();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_active_object_annotations(canvas);
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render_profile(canvas);
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#else
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const Rect& bar_rect = get_bar_rect_viewport(canvas);
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_profile.dirty = m_profile.old_bar_rect != bar_rect;
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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render_active_object_annotations(canvas, bar_rect);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_profile(canvas);
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#else
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render_profile(bar_rect);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_profile.old_bar_rect = bar_rect;
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m_profile.dirty = false;
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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float GLCanvas3D::LayersEditing::get_cursor_z_relative(const GLCanvas3D& canvas)
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{
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const Vec2d mouse_pos = canvas.get_local_mouse_position();
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const Rect& rect = get_bar_rect_screen(canvas);
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float x = (float)mouse_pos(0);
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float y = (float)mouse_pos(1);
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float x = (float)mouse_pos.x();
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float y = (float)mouse_pos.y();
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float t = rect.get_top();
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float b = rect.get_bottom();
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@ -310,6 +311,7 @@ Rect GLCanvas3D::LayersEditing::get_bar_rect_screen(const GLCanvas3D& canvas)
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return { w - thickness_bar_width(canvas), 0.0f, w, h };
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}
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
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{
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const Size& cnv_size = canvas.get_canvas_size();
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@ -318,6 +320,7 @@ Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
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float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
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return { (half_w - thickness_bar_width(canvas)) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom };
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}
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool GLCanvas3D::LayersEditing::is_initialized() const
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{
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@ -350,9 +353,25 @@ std::string GLCanvas3D::LayersEditing::get_tooltip(const GLCanvas3D& canvas) con
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return ret;
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}
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3D& canvas)
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#else
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void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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{
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Size cnv_size = canvas.get_canvas_size();
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const float cnv_width = (float)cnv_size.get_width();
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const float cnv_height = (float)cnv_size.get_height();
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if (cnv_width == 0.0f || cnv_height == 0.0f)
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return;
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const float cnv_inv_width = 1.0f / cnv_width;
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GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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@ -363,13 +382,23 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
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shader->set_uniform("z_cursor", m_object_max_z * this->get_cursor_z_relative(canvas));
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shader->set_uniform("z_cursor_band_width", band_width);
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shader->set_uniform("object_max_z", m_object_max_z);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("view_model_matrix", Transform3d::Identity());
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shader->set_uniform("projection_matrix", Transform3d::Identity());
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shader->set_uniform("normal_matrix", (Matrix3d)Eigen::Matrix3d::Identity());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
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// Render the color bar
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!m_profile.background.is_initialized() || m_profile.old_canvas_width != cnv_width) {
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m_profile.old_canvas_width = cnv_width;
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#else
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if (!m_profile.background.is_initialized() || m_profile.dirty) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_profile.background.reset();
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GLModel::Geometry init_data;
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@ -378,10 +407,17 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
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init_data.reserve_indices(6);
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// vertices
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const float l = 1.0f - 2.0f * THICKNESS_BAR_WIDTH * cnv_inv_width;
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const float r = 1.0f;
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const float t = 1.0f;
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const float b = -1.0f;
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#else
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const float l = bar_rect.get_left();
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const float r = bar_rect.get_right();
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const float t = bar_rect.get_top();
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const float b = bar_rect.get_bottom();
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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init_data.add_vertex(Vec2f(l, b), Vec2f(0.0f, 0.0f));
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init_data.add_vertex(Vec2f(r, b), Vec2f(1.0f, 0.0f));
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init_data.add_vertex(Vec2f(r, t), Vec2f(1.0f, 1.0f));
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@ -447,7 +483,11 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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// Baseline
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!m_profile.baseline.is_initialized() || m_profile.old_layer_height_profile != m_layer_height_profile) {
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#else
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if (!m_profile.baseline.is_initialized() || m_profile.dirty) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_profile.baseline.reset();
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GLModel::Geometry init_data;
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m_profile.baseline.init_from(std::move(init_data));
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}
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!m_profile.profile.is_initialized() || m_profile.old_layer_height_profile != m_layer_height_profile) {
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#else
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if (!m_profile.profile.is_initialized() || m_profile.dirty || m_profile.old_layer_height_profile != m_layer_height_profile) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_profile.old_layer_height_profile = m_layer_height_profile;
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m_profile.profile.reset();
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@ -545,7 +589,11 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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if (current_shader != nullptr)
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current_shader->stop_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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@ -559,6 +607,11 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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shader->set_uniform("z_cursor", float(m_object_max_z) * float(this->get_cursor_z_relative(canvas)));
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shader->set_uniform("z_cursor_band_width", float(this->band_width));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// Initialize the layer height texture mapping.
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const GLsizei w = (GLsizei)m_layers_texture.width;
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const GLsizei h = (GLsizei)m_layers_texture.height;
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@ -577,6 +630,12 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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shader->set_uniform("volume_world_matrix", glvolume->world_matrix());
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shader->set_uniform("object_max_z", 0.0f);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d view_model_matrix = camera.get_view_matrix() * glvolume->world_matrix();
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glvolume->render();
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}
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// Revert back to the previous shader.
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@ -245,9 +245,15 @@ class GLCanvas3D
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GLModel baseline;
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GLModel profile;
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GLModel background;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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float old_canvas_width{ 0.0f };
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#else
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Rect old_bar_rect;
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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std::vector<double> old_layer_height_profile;
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool dirty{ false };
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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};
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Profile m_profile;
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -277,7 +283,9 @@ class GLCanvas3D
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y);
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static Rect get_bar_rect_screen(const GLCanvas3D& canvas);
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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static Rect get_bar_rect_viewport(const GLCanvas3D& canvas);
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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static float get_overlay_window_width() { return LayersEditing::s_overlay_window_width; }
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float object_max_z() const { return m_object_max_z; }
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@ -287,10 +295,11 @@ class GLCanvas3D
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private:
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bool is_initialized() const;
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void generate_layer_height_texture();
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void render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void render_active_object_annotations(const GLCanvas3D& canvas);
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void render_profile(const GLCanvas3D& canvas);
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#else
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void render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect);
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void render_profile(const Rect& bar_rect);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void update_slicing_parameters();
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@ -96,7 +96,11 @@ std::pair<bool, std::string> GLShadersManager::init()
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#endif // ENABLE_ENVIRONMENT_MAP
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);
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// used to render variable layers heights in 3d editor
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("variable_layer_height_attr", { "variable_layer_height_attr.vs", "variable_layer_height.fs" });
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#else
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valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// used to render highlight contour around selected triangles inside the multi-material gizmo
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("mm_contour_attr", { "mm_contour_attr.vs", "mm_contour_attr.fs" });
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