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