Out of bed detection - Shaders refactoring

This commit is contained in:
Enrico Turri 2018-03-12 09:23:59 +01:00
parent 50d74dfd20
commit 79dc862498

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@ -1728,13 +1728,13 @@ sub _vertex_shader_Gouraud {
#define INTENSITY_CORRECTION 0.7 #define INTENSITY_CORRECTION 0.7
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) // 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_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 50. #define LIGHT_TOP_SHININESS 50.
// normalized values for (1./1.43, 0.2/1.43, 1./1.43) // 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_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) #define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 50. #define LIGHT_FRONT_SHININESS 50.
@ -1753,44 +1753,37 @@ struct PrintBoxDetection
uniform PrintBoxDetection print_box; uniform PrintBoxDetection print_box;
varying float intensity_specular; // x = tainted, y = specular;
varying float intensity_tainted; varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
varying vec3 delta_box_max; varying vec3 delta_box_max;
void main() void main()
{ {
vec3 normal, viewVector, halfVector; // position in camera space
float NdotL, NdotHV; vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 eye = -(gl_ModelViewMatrix * gl_Vertex).xyz; // First transform the normal into camera space and normalize the result.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// First transform the normal into eye space and normalize the result.
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. // 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. // 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. // 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. // 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.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.; intensity.y = 0.0;
if (NdotL > 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. // Perform the same lighting calculation for the 2nd light source (no specular applied).
// halfVector = normalize(LIGHT_FRONT_DIR + eye);
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE; intensity.x += 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);
// compute deltas for out of print volume detection (world coordinates) // compute deltas for out of print volume detection (world coordinates)
if (print_box.volume_origin.w == 1.0) if (print_box.volume_origin.w == 1.0)
@ -1815,19 +1808,19 @@ sub _fragment_shader_Gouraud {
return <<'FRAGMENT'; return <<'FRAGMENT';
#version 110 #version 110
varying float intensity_specular; const vec3 ZERO = vec3(0.0, 0.0, 0.0);
varying float intensity_tainted;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
varying vec3 delta_box_max; varying vec3 delta_box_max;
uniform vec4 uniform_color; uniform vec4 uniform_color;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
void main() void main()
{ {
gl_FragColor = gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + uniform_color * intensity.x;
vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted;
// if the fragment is outside the print volume darken it and set it as transparent // 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))) 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'; return <<'VERTEX';
#version 110 #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_DIFFUSE 0.2
#define LIGHT_TOP_SPECULAR 0.3 #define LIGHT_TOP_SPECULAR 0.3
#define LIGHT_TOP_SHININESS 50. #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_DIFFUSE 0.5
#define LIGHT_FRONT_SPECULAR 0.3 #define LIGHT_FRONT_SPECULAR 0.3
#define LIGHT_FRONT_SHININESS 50. #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 #define INTENSITY_AMBIENT 0.1
uniform float z_to_texture_row; 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; varying float object_z;
void main() void main()
{ {
vec3 eye, normal, viewVector, halfVector; // position in camera space
float NdotL, NdotHV; vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz;
// eye = gl_ModelViewMatrixInverse[3].xyz; // First transform the normal into camera space and normalize the result.
eye = vec3(0., 0., 1.); vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// First transform the normal into eye space and normalize the result.
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. // 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. // 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. // 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. // 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.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity_specular = 0.; 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) 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. // Scaled to widths of the Z texture.
object_z = gl_Vertex.z / gl_Vertex.w; object_z = gl_Vertex.z;
gl_Position = ftransform(); gl_Position = ftransform();
} }
@ -1982,13 +1970,14 @@ uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate. // Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row; uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized; 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;
uniform float z_cursor_band_width; uniform float z_cursor_band_width;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main() void main()
{ {
float object_z_row = z_to_texture_row * object_z; 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.); 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>. // Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = vec4 color =
(1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) + mix(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.); texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color. // Mix the final color.
gl_FragColor = gl_FragColor =
vec4(intensity_specular, intensity_specular, intensity_specular, 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);
(1. - z_blend) * intensity_tainted * color +
z_blend * vec4(1., 1., 0., 0.);
// and reset the transparency.
gl_FragColor.a = 1.;
} }
FRAGMENT FRAGMENT