diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index fe19007e0..81bacd290 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -1728,13 +1728,13 @@ sub _vertex_shader_Gouraud { #define INTENSITY_CORRECTION 0.7 // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -#define LIGHT_TOP_DIR vec3(-0.4574957, 0.4574957, 0.7624929) +const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 50. // normalized values for (1./1.43, 0.2/1.43, 1./1.43) -#define LIGHT_FRONT_DIR vec3(0.6985074, 0.1397015, 0.6985074) +const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) #define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) #define LIGHT_FRONT_SHININESS 50. @@ -1753,44 +1753,37 @@ struct PrintBoxDetection uniform PrintBoxDetection print_box; -varying float intensity_specular; -varying float intensity_tainted; +// x = tainted, y = specular; +varying vec2 intensity; varying vec3 delta_box_min; varying vec3 delta_box_max; void main() { - vec3 normal, viewVector, halfVector; - float NdotL, NdotHV; + // position in camera space + vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz; - vec3 eye = -(gl_ModelViewMatrix * gl_Vertex).xyz; - - // First transform the normal into eye space and normalize the result. - normal = normalize(gl_NormalMatrix * gl_Normal); + // First transform the normal into camera space and normalize the result. + vec3 normal = normalize(gl_NormalMatrix * gl_Normal); // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space. // Also since we're talking about a directional light, the position field is actually direction. - halfVector = normalize(LIGHT_TOP_DIR + eye); + vec3 halfVector = normalize(LIGHT_TOP_DIR - eye); // 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. - NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); + float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity_specular = 0.; + intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; + intensity.y = 0.0; if (NdotL > 0.0) - intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS); + intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS); - // Perform the same lighting calculation for the 2nd light source. -// halfVector = normalize(LIGHT_FRONT_DIR + eye); + // Perform the same lighting calculation for the 2nd light source (no specular applied). NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE; - - // compute the specular term if NdotL is larger than zero -// if (NdotL > 0.0) -// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS); + intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; // compute deltas for out of print volume detection (world coordinates) if (print_box.volume_origin.w == 1.0) @@ -1815,19 +1808,19 @@ sub _fragment_shader_Gouraud { return <<'FRAGMENT'; #version 110 -varying float intensity_specular; -varying float intensity_tainted; +const vec3 ZERO = vec3(0.0, 0.0, 0.0); + +// x = tainted, y = specular; +varying vec2 intensity; + varying vec3 delta_box_min; varying vec3 delta_box_max; uniform vec4 uniform_color; -const vec3 ZERO = vec3(0.0, 0.0, 0.0); - void main() { - gl_FragColor = - vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted; + gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + uniform_color * intensity.x; // if the fragment is outside the print volume darken it and set it as transparent if (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) @@ -1911,12 +1904,12 @@ sub _vertex_shader_variable_layer_height { return <<'VERTEX'; #version 110 -const vec3 LIGHT_TOP_DIR = vec3(0.0, 1.0, 0.0); +const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE 0.2 #define LIGHT_TOP_SPECULAR 0.3 #define LIGHT_TOP_SHININESS 50. -const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); +const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE 0.5 #define LIGHT_FRONT_SPECULAR 0.3 #define LIGHT_FRONT_SHININESS 50. @@ -1924,46 +1917,41 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); #define INTENSITY_AMBIENT 0.1 uniform float z_to_texture_row; -varying float intensity_specular; -varying float intensity_tainted; + +// x = tainted, y = specular; +varying vec2 intensity; + varying float object_z; void main() { - vec3 eye, normal, viewVector, halfVector; - float NdotL, NdotHV; + // position in camera space + vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz; -// eye = gl_ModelViewMatrixInverse[3].xyz; - eye = vec3(0., 0., 1.); - - // First transform the normal into eye space and normalize the result. - normal = normalize(gl_NormalMatrix * gl_Normal); + // First transform the normal into camera space and normalize the result. + vec3 normal = normalize(gl_NormalMatrix * gl_Normal); // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space. // Also since we're talking about a directional light, the position field is actually direction. - halfVector = normalize(LIGHT_TOP_DIR + eye); + vec3 halfVector = normalize(LIGHT_TOP_DIR - eye); // 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. - NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); + float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); - intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity_specular = 0.; + intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; + intensity.y = 0.0; -// if (NdotL > 0.0) -// intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source. - halfVector = normalize(LIGHT_FRONT_DIR + eye); - NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); - intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE; - - // compute the specular term if NdotL is larger than zero if (NdotL > 0.0) - intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS); + intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS); + // Perform the same lighting calculation for the 2nd light source (no specular) + NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); + + intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; + // Scaled to widths of the Z texture. - object_z = gl_Vertex.z / gl_Vertex.w; + object_z = gl_Vertex.z; gl_Position = ftransform(); } @@ -1982,13 +1970,14 @@ uniform sampler2D z_texture; // Scaling from the Z texture rows coordinate to the normalized texture row coordinate. uniform float z_to_texture_row; uniform float z_texture_row_to_normalized; - -varying float intensity_specular; -varying float intensity_tainted; -varying float object_z; uniform float z_cursor; uniform float z_cursor_band_width; +// x = tainted, y = specular; +varying vec2 intensity; + +varying float object_z; + void main() { float object_z_row = z_to_texture_row * object_z; @@ -2007,15 +1996,12 @@ void main() float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.); // Sample the Z texture. Texture coordinates are normalized to <0, 1>. vec4 color = - (1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) + - lod * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.); + mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.), + texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod); + // Mix the final color. gl_FragColor = - vec4(intensity_specular, intensity_specular, intensity_specular, 1.) + - (1. - z_blend) * intensity_tainted * color + - z_blend * vec4(1., 1., 0., 0.); - // and reset the transparency. - gl_FragColor.a = 1.; + vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend); } FRAGMENT