Shaders loaded from files
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@ -321,7 +321,10 @@ sub layer_editing_enabled {
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$self->SetCurrent($self->GetContext);
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my $shader = new Slic3r::GUI::_3DScene::GLShader;
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my $error_message;
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if (! $shader->load($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
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#==============================================================================================================================
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if (! $shader->load_from_file("variable_layer_height.fs", "variable_layer_height.vs")) {
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# if (! $shader->load_from_text($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
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#==============================================================================================================================
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# Compilation or linking of the shaders failed.
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$error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n"
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. $shader->last_error;
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@ -1375,8 +1378,10 @@ sub InitGL {
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if ($self->UseVBOs) {
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my $shader = new Slic3r::GUI::_3DScene::GLShader;
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if (! $shader->load($self->_fragment_shader_Gouraud, $self->_vertex_shader_Gouraud)) {
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# if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
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#===================================================================================================================================
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if (! $shader->load_from_file("gouraud.fs", "gouraud.vs")) {
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## if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
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#===================================================================================================================================
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print "Compilaton of path shader failed: \n" . $shader->last_error . "\n";
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$shader = undef;
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} else {
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@ -2051,273 +2056,275 @@ sub _report_opengl_state
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}
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}
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sub _vertex_shader_Gouraud {
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return <<'VERTEX';
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#version 110
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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(0.6985074, 0.1397015, 0.6985074);
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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_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct PrintBoxDetection
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{
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vec3 min;
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vec3 max;
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// xyz contains the offset, if w == 1.0 detection needs to be performed
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vec4 volume_origin;
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};
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uniform PrintBoxDetection print_box;
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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_max;
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void main()
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{
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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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// 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 = 0.0;
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, 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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// 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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{
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vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
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delta_box_min = v - print_box.min;
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delta_box_max = v - print_box.max;
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}
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else
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{
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delta_box_min = ZERO;
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delta_box_max = ZERO;
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}
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gl_Position = ftransform();
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}
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VERTEX
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}
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sub _fragment_shader_Gouraud {
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return <<'FRAGMENT';
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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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_max;
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uniform vec4 uniform_color;
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void main()
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{
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// if the fragment is outside the print volume -> use darker color
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vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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}
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FRAGMENT
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}
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sub _vertex_shader_Phong {
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return <<'VERTEX';
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#version 110
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varying vec3 normal;
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varying vec3 eye;
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void main(void)
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{
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eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
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normal = normalize(gl_NormalMatrix * gl_Normal);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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VERTEX
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}
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sub _fragment_shader_Phong {
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return <<'FRAGMENT';
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#version 110
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#define INTENSITY_CORRECTION 0.7
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#define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
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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_SHININESS 50.
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#define LIGHT_TOP_SHININESS 10.
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#define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
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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_SHININESS 50.
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#define INTENSITY_AMBIENT 0.0
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varying vec3 normal;
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varying vec3 eye;
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uniform vec4 uniform_color;
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void main() {
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float intensity_specular = 0.;
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float intensity_tainted = 0.;
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float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
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// if the vertex is lit compute the specular color
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if (intensity > 0.0) {
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intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
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// compute the half vector
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vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);
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// compute the specular term into spec
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intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
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}
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intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
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// if the vertex is lit compute the specular color
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if (intensity > 0.0) {
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intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
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// compute the half vector
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// vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
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// compute the specular term into spec
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// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
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}
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gl_FragColor = max(
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vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
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INTENSITY_AMBIENT * uniform_color);
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gl_FragColor.a = uniform_color.a;
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}
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FRAGMENT
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}
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sub _vertex_shader_variable_layer_height {
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return <<'VERTEX';
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#version 110
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#define INTENSITY_CORRECTION 0.6
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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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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_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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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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{
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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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// 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 = 0.0;
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, 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)
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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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object_z = gl_Vertex.z;
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gl_Position = ftransform();
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}
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VERTEX
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}
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sub _fragment_shader_variable_layer_height {
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return <<'FRAGMENT';
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#version 110
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#define M_PI 3.1415926535897932384626433832795
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// 2D texture (1D texture split by the rows) of color along the object Z axis.
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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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uniform float z_to_texture_row;
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uniform float z_texture_row_to_normalized;
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uniform float z_cursor;
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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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{
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float object_z_row = z_to_texture_row * object_z;
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// Index of the row in the texture.
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float z_texture_row = floor(object_z_row);
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// Normalized coordinate from 0. to 1.
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float z_texture_col = object_z_row - z_texture_row;
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float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
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// Calculate level of detail from the object Z coordinate.
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// This makes the slowly sloping surfaces to be show with high detail (with stripes),
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// and the vertical surfaces to be shown with low detail (no stripes)
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float z_in_cells = object_z_row * 190.;
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// Gradient of Z projected on the screen.
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float dx_vtc = dFdx(z_in_cells);
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float dy_vtc = dFdy(z_in_cells);
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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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vec4 color =
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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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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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gl_FragColor =
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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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}
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FRAGMENT
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}
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#===================================================================================================================================
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#sub _vertex_shader_Gouraud {
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# return <<'VERTEX';
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##version 110
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#
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##define INTENSITY_CORRECTION 0.6
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#
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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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#
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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(0.6985074, 0.1397015, 0.6985074);
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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_SHININESS 5.0
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#
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##define INTENSITY_AMBIENT 0.3
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#
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#const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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#
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#struct PrintBoxDetection
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#{
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# vec3 min;
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# vec3 max;
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# // xyz contains the offset, if w == 1.0 detection needs to be performed
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# vec4 volume_origin;
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#};
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#
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#uniform PrintBoxDetection print_box;
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#
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#// x = tainted, y = specular;
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#varying vec2 intensity;
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#
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#varying vec3 delta_box_min;
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#varying vec3 delta_box_max;
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#
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#void main()
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#{
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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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#
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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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#
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# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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# intensity.y = 0.0;
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#
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# if (NdotL > 0.0)
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# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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#
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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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#
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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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# {
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# vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
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# delta_box_min = v - print_box.min;
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# delta_box_max = v - print_box.max;
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# }
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# else
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# {
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# delta_box_min = ZERO;
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# delta_box_max = ZERO;
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# }
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#
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# gl_Position = ftransform();
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#}
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#
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#VERTEX
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#}
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#
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#sub _fragment_shader_Gouraud {
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# return <<'FRAGMENT';
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##version 110
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#
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#const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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#
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#// x = tainted, y = specular;
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#varying vec2 intensity;
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#
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#varying vec3 delta_box_min;
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#varying vec3 delta_box_max;
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#
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#uniform vec4 uniform_color;
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#
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#void main()
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#{
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# // if the fragment is outside the print volume -> use darker color
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# vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
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# gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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#}
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#
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#FRAGMENT
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#}
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#
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#sub _vertex_shader_Phong {
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# return <<'VERTEX';
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##version 110
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#
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#varying vec3 normal;
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#varying vec3 eye;
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#void main(void)
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#{
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# eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
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# normal = normalize(gl_NormalMatrix * gl_Normal);
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# gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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#}
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#VERTEX
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#}
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#
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#sub _fragment_shader_Phong {
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# return <<'FRAGMENT';
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##version 110
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#
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##define INTENSITY_CORRECTION 0.7
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#
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##define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
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##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
||||
##define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
|
||||
#//#define LIGHT_TOP_SHININESS 50.
|
||||
##define LIGHT_TOP_SHININESS 10.
|
||||
#
|
||||
##define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
|
||||
##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
||||
##define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
||||
##define LIGHT_FRONT_SHININESS 50.
|
||||
#
|
||||
##define INTENSITY_AMBIENT 0.0
|
||||
#
|
||||
#varying vec3 normal;
|
||||
#varying vec3 eye;
|
||||
#uniform vec4 uniform_color;
|
||||
#void main() {
|
||||
#
|
||||
# float intensity_specular = 0.;
|
||||
# float intensity_tainted = 0.;
|
||||
# float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
|
||||
# // if the vertex is lit compute the specular color
|
||||
# if (intensity > 0.0) {
|
||||
# intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
|
||||
# // compute the half vector
|
||||
# vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);
|
||||
# // compute the specular term into spec
|
||||
# intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
|
||||
# }
|
||||
# intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
|
||||
# // if the vertex is lit compute the specular color
|
||||
# if (intensity > 0.0) {
|
||||
# intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
|
||||
# // compute the half vector
|
||||
#// vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
|
||||
# // compute the specular term into spec
|
||||
#// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
|
||||
# }
|
||||
#
|
||||
# gl_FragColor = max(
|
||||
# vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
|
||||
# INTENSITY_AMBIENT * uniform_color);
|
||||
# gl_FragColor.a = uniform_color.a;
|
||||
#}
|
||||
#FRAGMENT
|
||||
#}
|
||||
#
|
||||
#sub _vertex_shader_variable_layer_height {
|
||||
# return <<'VERTEX';
|
||||
##version 110
|
||||
#
|
||||
##define INTENSITY_CORRECTION 0.6
|
||||
#
|
||||
#const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
||||
##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
||||
##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
||||
##define LIGHT_TOP_SHININESS 20.0
|
||||
#
|
||||
#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 5.0
|
||||
#
|
||||
##define INTENSITY_AMBIENT 0.3
|
||||
#
|
||||
#// x = tainted, y = specular;
|
||||
#varying vec2 intensity;
|
||||
#
|
||||
#varying float object_z;
|
||||
#
|
||||
#void main()
|
||||
#{
|
||||
# // First transform the normal into camera space and normalize the result.
|
||||
# vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
#
|
||||
# // 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.
|
||||
# float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
||||
#
|
||||
# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
# intensity.y = 0.0;
|
||||
#
|
||||
# if (NdotL > 0.0)
|
||||
# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 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_Position = ftransform();
|
||||
#}
|
||||
#
|
||||
#VERTEX
|
||||
#}
|
||||
#
|
||||
#sub _fragment_shader_variable_layer_height {
|
||||
# return <<'FRAGMENT';
|
||||
##version 110
|
||||
#
|
||||
##define M_PI 3.1415926535897932384626433832795
|
||||
#
|
||||
#// 2D texture (1D texture split by the rows) of color along the object Z axis.
|
||||
#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;
|
||||
#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;
|
||||
# // Index of the row in the texture.
|
||||
# float z_texture_row = floor(object_z_row);
|
||||
# // Normalized coordinate from 0. to 1.
|
||||
# float z_texture_col = object_z_row - z_texture_row;
|
||||
# float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
|
||||
# // Calculate level of detail from the object Z coordinate.
|
||||
# // This makes the slowly sloping surfaces to be show with high detail (with stripes),
|
||||
# // and the vertical surfaces to be shown with low detail (no stripes)
|
||||
# float z_in_cells = object_z_row * 190.;
|
||||
# // Gradient of Z projected on the screen.
|
||||
# float dx_vtc = dFdx(z_in_cells);
|
||||
# float dy_vtc = dFdy(z_in_cells);
|
||||
# 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 =
|
||||
# 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.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
||||
#}
|
||||
#
|
||||
#FRAGMENT
|
||||
#}
|
||||
#===================================================================================================================================
|
||||
|
||||
# The 3D canvas to display objects and tool paths.
|
||||
package Slic3r::GUI::3DScene;
|
||||
|
18
resources/shaders/gouraud.fs
Normal file
18
resources/shaders/gouraud.fs
Normal file
@ -0,0 +1,18 @@
|
||||
#version 110
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
// if the fragment is outside the print volume -> use darker color
|
||||
vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
|
||||
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
|
||||
}
|
70
resources/shaders/gouraud.vs
Normal file
70
resources/shaders/gouraud.vs
Normal file
@ -0,0 +1,70 @@
|
||||
#version 110
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 20.0
|
||||
|
||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
||||
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 5.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.3
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
struct PrintBoxDetection
|
||||
{
|
||||
vec3 min;
|
||||
vec3 max;
|
||||
// xyz contains the offset, if w == 1.0 detection needs to be performed
|
||||
vec4 volume_origin;
|
||||
};
|
||||
|
||||
uniform PrintBoxDetection print_box;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying vec3 delta_box_min;
|
||||
varying vec3 delta_box_max;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
// 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.
|
||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
||||
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
intensity.y = 0.0;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// compute deltas for out of print volume detection (world coordinates)
|
||||
if (print_box.volume_origin.w == 1.0)
|
||||
{
|
||||
vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
|
||||
delta_box_min = v - print_box.min;
|
||||
delta_box_max = v - print_box.max;
|
||||
}
|
||||
else
|
||||
{
|
||||
delta_box_min = ZERO;
|
||||
delta_box_max = ZERO;
|
||||
}
|
||||
|
||||
gl_Position = ftransform();
|
||||
}
|
40
resources/shaders/variable_layer_height.fs
Normal file
40
resources/shaders/variable_layer_height.fs
Normal file
@ -0,0 +1,40 @@
|
||||
#version 110
|
||||
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
// 2D texture (1D texture split by the rows) of color along the object Z axis.
|
||||
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;
|
||||
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;
|
||||
// Index of the row in the texture.
|
||||
float z_texture_row = floor(object_z_row);
|
||||
// Normalized coordinate from 0. to 1.
|
||||
float z_texture_col = object_z_row - z_texture_row;
|
||||
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
|
||||
// Calculate level of detail from the object Z coordinate.
|
||||
// This makes the slowly sloping surfaces to be show with high detail (with stripes),
|
||||
// and the vertical surfaces to be shown with low detail (no stripes)
|
||||
float z_in_cells = object_z_row * 190.;
|
||||
// Gradient of Z projected on the screen.
|
||||
float dx_vtc = dFdx(z_in_cells);
|
||||
float dy_vtc = dFdy(z_in_cells);
|
||||
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 = 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.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
||||
}
|
46
resources/shaders/variable_layer_height.vs
Normal file
46
resources/shaders/variable_layer_height.vs
Normal file
@ -0,0 +1,46 @@
|
||||
#version 110
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 20.0
|
||||
|
||||
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 5.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.3
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
// 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.
|
||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
||||
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
intensity.y = 0.0;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 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_Position = ftransform();
|
||||
}
|
@ -2,6 +2,11 @@
|
||||
|
||||
#include "GLShader.hpp"
|
||||
|
||||
//############################################################################################################################################
|
||||
#include "../../libslic3r/Utils.hpp"
|
||||
#include <boost/nowide/fstream.hpp>
|
||||
//############################################################################################################################################
|
||||
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <assert.h>
|
||||
@ -22,7 +27,10 @@ inline std::string gl_get_string_safe(GLenum param)
|
||||
return std::string(value ? value : "N/A");
|
||||
}
|
||||
|
||||
bool GLShader::load(const char *fragment_shader, const char *vertex_shader)
|
||||
//############################################################################################################################################
|
||||
bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_shader)
|
||||
//bool GLShader::load(const char *fragment_shader, const char *vertex_shader)
|
||||
//############################################################################################################################################
|
||||
{
|
||||
std::string gl_version = gl_get_string_safe(GL_VERSION);
|
||||
int major = atoi(gl_version.c_str());
|
||||
@ -123,6 +131,43 @@ bool GLShader::load(const char *fragment_shader, const char *vertex_shader)
|
||||
return true;
|
||||
}
|
||||
|
||||
//############################################################################################################################################
|
||||
bool GLShader::load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename)
|
||||
{
|
||||
const std::string& path = resources_dir() + "/shaders/";
|
||||
|
||||
boost::nowide::ifstream vs(path + std::string(vertex_shader_filename), boost::nowide::ifstream::binary);
|
||||
if (!vs.good())
|
||||
return false;
|
||||
|
||||
vs.seekg(0, vs.end);
|
||||
int file_length = vs.tellg();
|
||||
vs.seekg(0, vs.beg);
|
||||
std::string vertex_shader(file_length, '\0');
|
||||
vs.read(const_cast<char*>(vertex_shader.data()), file_length);
|
||||
if (!vs.good())
|
||||
return false;
|
||||
|
||||
vs.close();
|
||||
|
||||
boost::nowide::ifstream fs(path + std::string(fragment_shader_filename), boost::nowide::ifstream::binary);
|
||||
if (!fs.good())
|
||||
return false;
|
||||
|
||||
fs.seekg(0, fs.end);
|
||||
file_length = fs.tellg();
|
||||
fs.seekg(0, fs.beg);
|
||||
std::string fragment_shader(file_length, '\0');
|
||||
fs.read(const_cast<char*>(fragment_shader.data()), file_length);
|
||||
if (!fs.good())
|
||||
return false;
|
||||
|
||||
fs.close();
|
||||
|
||||
return load_from_text(fragment_shader.c_str(), vertex_shader.c_str());
|
||||
}
|
||||
//############################################################################################################################################
|
||||
|
||||
void GLShader::release()
|
||||
{
|
||||
if (this->shader_program_id) {
|
||||
|
@ -16,7 +16,11 @@ public:
|
||||
{}
|
||||
~GLShader();
|
||||
|
||||
bool load(const char *fragment_shader, const char *vertex_shader);
|
||||
//############################################################################################################################################
|
||||
bool load_from_text(const char *fragment_shader, const char *vertex_shader);
|
||||
bool load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename);
|
||||
// bool load(const char *fragment_shader, const char *vertex_shader);
|
||||
//############################################################################################################################################
|
||||
void release();
|
||||
|
||||
int get_attrib_location(const char *name) const;
|
||||
|
@ -8,7 +8,8 @@
|
||||
GLShader();
|
||||
~GLShader();
|
||||
|
||||
bool load(const char *fragment_shader, const char *vertex_shader);
|
||||
bool load_from_text(const char *fragment_shader, const char *vertex_shader);
|
||||
bool load_from_file(const char *fragment_shader, const char *vertex_shader);
|
||||
void release();
|
||||
|
||||
int get_attrib_location(const char *name) const;
|
||||
|
Loading…
Reference in New Issue
Block a user