GCodeViewer -> Pass vertex normal to shaders for toolpaths
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13 changed files with 431 additions and 265 deletions
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#version 110
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#define INTENSITY_AMBIENT 0.3
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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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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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_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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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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 applied).
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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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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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gl_Position = ftransform();
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}
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@ -84,6 +84,6 @@ void main()
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vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
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gl_FragDepth = fragment_depth(eye_on_sphere_position);
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// gl_FragDepth = fragment_depth(eye_on_sphere_position);
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gl_FragColor = on_sphere_color(eye_on_sphere_position);
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}
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31
resources/shaders/toolpaths.fs
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31
resources/shaders/toolpaths.fs
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#version 110
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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// x = ambient, y = top diffuse, z = front diffuse, w = global
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uniform vec4 light_intensity;
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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float intensity;
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void main()
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{
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vec3 normal = normalize(eye_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. Take the abs value to light the lines no matter in which direction the normal points.
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float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
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intensity = light_intensity.x + NdotL * light_intensity.y;
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// Perform the same lighting calculation for the 2nd light source.
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NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
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intensity += NdotL * light_intensity.z;
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gl_FragColor = vec4(uniform_color * light_intensity.w * intensity, 1.0);
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}
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21
resources/shaders/toolpaths.vs
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resources/shaders/toolpaths.vs
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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vec3 world_normal()
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{
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// the world normal is always parallel to the world XY plane
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// the x component is stored into gl_Vertex.w
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float x = gl_Vertex.w;
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float y = sqrt(1.0 - x * x);
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return vec3(x, y, 0.0);
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}
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void main()
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{
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vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * world_position;
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eye_position = (gl_ModelViewMatrix * world_position).xyz;
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eye_normal = gl_NormalMatrix * world_normal();
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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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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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_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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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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 applied).
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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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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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gl_Position = ftransform();
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}
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