Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Bed axes
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resources/shaders/gouraud_light_attr.vs
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45
resources/shaders/gouraud_light_attr.vs
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@ -0,0 +1,45 @@
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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 INTENSITY_AMBIENT 0.3
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attribute vec3 v_position;
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attribute vec3 v_normal;
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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// x = tainted, y = specular;
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varying vec2 intensity;
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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(normal_matrix * v_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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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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gl_Position = projection_matrix * position;
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}
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@ -109,17 +109,32 @@ const float Bed3D::Axes::DefaultTipLength = 5.0f;
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void Bed3D::Axes::render()
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{
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * transform;
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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auto render_axis = [this](const Transform3f& transform) {
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixf(transform.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_arrow.render();
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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};
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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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@ -134,7 +149,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::X());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// y axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -142,7 +161,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::Y());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// z axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -150,7 +173,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::Z());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin));
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#else
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->stop_using();
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@ -296,6 +296,13 @@ void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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}
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
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{
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set_uniform(id, (Matrix3f)value.cast<float>());
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
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{
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if (id >= 0)
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@ -61,6 +61,9 @@ public:
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void set_uniform(const char* name, const Transform3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Transform3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix3f& value) const { set_uniform(get_uniform_location(name), value); }
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void set_uniform(const char* name, const Matrix3d& value) const { set_uniform(get_uniform_location(name), value); }
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void set_uniform(const char* name, const Vec3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const ColorRGB& value) const { set_uniform(get_uniform_location(name), value); }
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@ -80,6 +83,9 @@ public:
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void set_uniform(int id, const Transform3f& value) const;
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void set_uniform(int id, const Transform3d& value) const;
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void set_uniform(int id, const Matrix3f& value) const;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void set_uniform(int id, const Matrix3d& value) const;
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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void set_uniform(int id, const Vec3f& value) const;
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void set_uniform(int id, const Vec3d& value) const;
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void set_uniform(int id, const ColorRGB& value) const;
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@ -49,6 +49,9 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("toolpaths_cog", { "toolpaths_cog.vs", "toolpaths_cog.fs" });
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#endif // ENABLE_SHOW_TOOLPATHS_COG
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// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("gouraud_light_attr", { "gouraud_light_attr.vs", "gouraud_light.fs" });
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
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// used to render printbed
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valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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