From 707268d41dc737a1aa621ba0ad2cbc1cf63da3d1 Mon Sep 17 00:00:00 2001 From: enricoturri1966 Date: Mon, 1 Jun 2020 08:55:44 +0200 Subject: [PATCH] ENABLE_GCODE_VIEWER -> Improvements in shaders for options --- resources/shaders/options_120_flat.fs | 26 ++++++++------------- resources/shaders/options_120_solid.fs | 31 +++++++++++++------------- src/slic3r/GUI/GCodeViewer.cpp | 7 +++--- 3 files changed, 27 insertions(+), 37 deletions(-) diff --git a/resources/shaders/options_120_flat.fs b/resources/shaders/options_120_flat.fs index e98e5693f..5bcc71876 100644 --- a/resources/shaders/options_120_flat.fs +++ b/resources/shaders/options_120_flat.fs @@ -5,31 +5,23 @@ uniform vec3 uniform_color; uniform float percent_outline_radius; uniform float percent_center_radius; -vec4 hardcoded_color(float sq_radius, vec3 color) +vec4 hardcoded_color(float radius, vec3 color) { - if ((sq_radius < 0.005625) || (sq_radius > 0.180625)) - return vec4(0.5 * color, 1.0); - else - return vec4(color, 1.0); + return ((radius < 0.15) || (radius > 0.85)) ? vec4(0.5 * color, 1.0) : vec4(color, 1.0); } -vec4 customizable_color(float sq_radius, vec3 color) +vec4 customizable_color(float radius, vec3 color) { - float in_radius = 0.5 * percent_center_radius; - float out_radius = 0.5 * (1.0 - percent_outline_radius); - if ((sq_radius < in_radius * in_radius) || (sq_radius > out_radius * out_radius)) - return vec4(0.5 * color, 1.0); - else - return vec4(color, 1.0); + return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ? + vec4(0.5 * color, 1.0) : vec4(color, 1.0); } void main() { - vec2 pos = gl_PointCoord - vec2(0.5); - float sq_radius = dot(pos, pos); - if (sq_radius > 0.25) + vec2 pos = (gl_PointCoord - 0.5) * 2.0; + float radius = length(pos); + if (radius > 1.0) discard; - gl_FragColor = customizable_color(sq_radius, uniform_color); -// gl_FragColor = hardcoded_color(sq_radius, uniform_color); + gl_FragColor = customizable_color(radius, uniform_color); } diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs index 18410b406..ebe713527 100644 --- a/resources/shaders/options_120_solid.fs +++ b/resources/shaders/options_120_solid.fs @@ -17,28 +17,26 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); uniform vec3 uniform_color; -// x = width, y = height -uniform ivec2 viewport_sizes; +uniform ivec4 viewport; +uniform float point_size; uniform mat4 inv_proj_matrix; varying vec3 eye_center; - -float radius = 0.5; // x = tainted, y = specular; vec2 intensity; +float radius = 0.5 * point_size; + vec3 eye_position_from_fragment() { // Convert screen coordinates to normalized device coordinates (NDC) - vec4 ndc = vec4( - (gl_FragCoord.x / viewport_sizes.x - 0.5) * 2.0, - (gl_FragCoord.y / viewport_sizes.y - 0.5) * 2.0, - (gl_FragCoord.z - 0.5) * 2.0, - 1.0); - + vec4 ndc = vec4((gl_FragCoord.x / viewport.z - 0.5) * 2.0, + (gl_FragCoord.y / viewport.w - 0.5) * 2.0, + (gl_FragCoord.z - 0.5) * 2.0, + gl_FragCoord.w); // Convert NDC throuch inverse clip coordinates to view coordinates vec4 clip = inv_proj_matrix * ndc; - return (clip / clip.w).xyz; + return clip.xyz; } vec3 eye_position_on_sphere(vec3 eye_fragment_position) @@ -67,21 +65,22 @@ vec4 on_sphere_color(vec3 eye_on_sphere_position) NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - return vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, 1.0); + return vec4(intensity + uniform_color.rgb * intensity.x, 1.0); +// return vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, 1.0); } float fragment_depth(vec3 eye_pos) { vec4 clip_pos = gl_ProjectionMatrix * vec4(eye_pos, 1.0); float ndc_depth = clip_pos.z / clip_pos.w; - return (((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0; + return ((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth + gl_DepthRange.near + gl_DepthRange.far) / 2.0; } void main() { - vec2 pos = gl_PointCoord - vec2(0.5); - float sq_radius = dot(pos, pos); - if (sq_radius > 0.25) + vec2 pos = (gl_PointCoord - 0.5) * 2.0; + float radius = length(pos); + if (radius > 1.0) discard; vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment()); diff --git a/src/slic3r/GUI/GCodeViewer.cpp b/src/slic3r/GUI/GCodeViewer.cpp index 24960c79f..3709aaa88 100644 --- a/src/slic3r/GUI/GCodeViewer.cpp +++ b/src/slic3r/GUI/GCodeViewer.cpp @@ -763,13 +763,12 @@ void GCodeViewer::render_toolpaths() const const Camera& camera = wxGetApp().plater()->get_camera(); double zoom = camera.get_zoom(); const std::array& viewport = camera.get_viewport(); - std::array viewport_sizes = { viewport[2], viewport[3] }; float near_plane_height = camera.get_type() == Camera::Perspective ? static_cast(viewport[3]) / (2.0f * static_cast(2.0 * std::tan(0.5 * Geometry::deg2rad(camera.get_fov())))) : static_cast(viewport[3]) * 0.0005; Transform3d inv_proj = camera.get_projection_matrix().inverse(); - auto render_options = [this, zoom, inv_proj, viewport_sizes, point_size, near_plane_height](const IBuffer& buffer, EOptionsColors colors_id, GLShaderProgram& shader) { + auto render_options = [this, zoom, inv_proj, viewport, point_size, near_plane_height](const IBuffer& buffer, EOptionsColors colors_id, GLShaderProgram& shader) { shader.set_uniform("uniform_color", Options_Colors[static_cast(colors_id)]); shader.set_uniform("zoom", zoom); #if ENABLE_GCODE_VIEWER_SHADERS_EDITOR @@ -779,7 +778,7 @@ void GCodeViewer::render_toolpaths() const shader.set_uniform("percent_outline_radius", 0.15f); shader.set_uniform("percent_center_radius", 0.15f); #endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR - shader.set_uniform("viewport_sizes", viewport_sizes); + shader.set_uniform("viewport", viewport); shader.set_uniform("inv_proj_matrix", inv_proj); shader.set_uniform("point_size", point_size); shader.set_uniform("near_plane_height", near_plane_height); @@ -1422,7 +1421,7 @@ void GCodeViewer::render_shaders_editor() const if (ImGui::CollapsingHeader("Options", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::SliderFloat("point size", &m_shaders_editor.point_size, 0.5f, 1.5f, "%.1f"); + ImGui::SliderFloat("point size", &m_shaders_editor.point_size, 0.5f, 3.0f, "%.1f"); if (m_shaders_editor.shader_version == 1) { ImGui::SliderInt("percent outline", &m_shaders_editor.percent_outline, 0, 50);