Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances

This commit is contained in:
enricoturri1966 2021-04-22 13:18:36 +02:00
parent c8b83ae011
commit 8f385aac44
4 changed files with 67 additions and 12 deletions

View file

@ -4,7 +4,9 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 GREEN = vec3(0.0, 0.7, 0.0); const vec3 GREEN = vec3(0.0, 0.7, 0.0);
const vec3 YELLOW = vec3(0.5, 0.7, 0.0); const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
const vec3 RED = vec3(0.7, 0.0, 0.0); const vec3 RED = vec3(0.7, 0.0, 0.0);
const vec3 WHITE = vec3(1.0, 1.0, 1.0);
const float EPSILON = 0.0001; const float EPSILON = 0.0001;
const float BANDS_WIDTH = 10.0;
struct SlopeDetection struct SlopeDetection
{ {
@ -15,6 +17,7 @@ struct SlopeDetection
uniform vec4 uniform_color; uniform vec4 uniform_color;
uniform SlopeDetection slope; uniform SlopeDetection slope;
uniform bool sinking;
#ifdef ENABLE_ENVIRONMENT_MAP #ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex; uniform sampler2D environment_tex;
@ -23,27 +26,38 @@ uniform SlopeDetection slope;
varying vec3 clipping_planes_dots; varying vec3 clipping_planes_dots;
// x = tainted, y = specular; // x = diffuse, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
varying vec3 delta_box_max; varying vec3 delta_box_max;
varying vec4 model_pos;
varying float world_pos_z;
varying float world_normal_z; varying float world_normal_z;
varying vec3 eye_normal; varying vec3 eye_normal;
vec3 sinking_color(vec3 color)
{
return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
}
void main() void main()
{ {
if (any(lessThan(clipping_planes_dots, ZERO))) if (any(lessThan(clipping_planes_dots, ZERO)))
discard; discard;
vec3 color = uniform_color.rgb; vec3 color = uniform_color.rgb;
float alpha = uniform_color.a; float alpha = uniform_color.a;
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) { if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
{
color = vec3(0.7, 0.7, 1.0); color = vec3(0.7, 0.7, 1.0);
alpha = 1.0; alpha = 1.0;
} }
// if the fragment is outside the print volume -> use darker color // if the fragment is outside the print volume -> use darker color
color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
// if the object is sinking, shade it with inclined bands or white around world z = 0
if (sinking)
color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
#ifdef ENABLE_ENVIRONMENT_MAP #ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex) if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha); gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);

View file

@ -41,7 +41,7 @@ uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo. // Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane; uniform vec4 clipping_plane;
// x = tainted, y = specular; // x = diffuse, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 delta_box_min; varying vec3 delta_box_min;
@ -49,6 +49,8 @@ varying vec3 delta_box_max;
varying vec3 clipping_planes_dots; varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying float world_pos_z;
varying float world_normal_z; varying float world_normal_z;
varying vec3 eye_normal; varying vec3 eye_normal;
@ -69,12 +71,16 @@ void main()
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
model_pos = gl_Vertex;
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
world_pos_z = world_pos.z;
// compute deltas for out of print volume detection (world coordinates) // compute deltas for out of print volume detection (world coordinates)
if (print_box.actived) if (print_box.actived)
{ {
vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz; delta_box_min = world_pos.xyz - print_box.min;
delta_box_min = v - print_box.min; delta_box_max = world_pos.xyz - print_box.max;
delta_box_max = v - print_box.max;
} }
else else
{ {
@ -86,8 +92,6 @@ void main()
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0; world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
gl_Position = ftransform(); gl_Position = ftransform();
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
} }

View file

@ -345,9 +345,16 @@ void GLVolume::set_render_color(const float* rgba, unsigned int size)
void GLVolume::set_render_color() void GLVolume::set_render_color()
{ {
if (force_native_color || force_neutral_color) #if ENABLE_ALLOW_NEGATIVE_Z
{ bool outside = is_outside || is_below_printbed();
#endif // ENABLE_ALLOW_NEGATIVE_Z
if (force_native_color || force_neutral_color) {
#if ENABLE_ALLOW_NEGATIVE_Z
if (outside && shader_outside_printer_detection_enabled)
#else
if (is_outside && shader_outside_printer_detection_enabled) if (is_outside && shader_outside_printer_detection_enabled)
#endif // ENABLE_ALLOW_NEGATIVE_Z
set_render_color(OUTSIDE_COLOR, 4); set_render_color(OUTSIDE_COLOR, 4);
else { else {
if (force_native_color) if (force_native_color)
@ -362,17 +369,24 @@ void GLVolume::set_render_color()
else if (hover == HS_Deselect) else if (hover == HS_Deselect)
set_render_color(HOVER_DESELECT_COLOR, 4); set_render_color(HOVER_DESELECT_COLOR, 4);
else if (selected) else if (selected)
#if ENABLE_ALLOW_NEGATIVE_Z
set_render_color(outside ? SELECTED_OUTSIDE_COLOR : SELECTED_COLOR, 4);
#else
set_render_color(is_outside ? SELECTED_OUTSIDE_COLOR : SELECTED_COLOR, 4); set_render_color(is_outside ? SELECTED_OUTSIDE_COLOR : SELECTED_COLOR, 4);
#endif // ENABLE_ALLOW_NEGATIVE_Z
else if (disabled) else if (disabled)
set_render_color(DISABLED_COLOR, 4); set_render_color(DISABLED_COLOR, 4);
#if ENABLE_ALLOW_NEGATIVE_Z
else if (outside && shader_outside_printer_detection_enabled)
#else
else if (is_outside && shader_outside_printer_detection_enabled) else if (is_outside && shader_outside_printer_detection_enabled)
#endif // ENABLE_ALLOW_NEGATIVE_Z
set_render_color(OUTSIDE_COLOR, 4); set_render_color(OUTSIDE_COLOR, 4);
else else
set_render_color(color, 4); set_render_color(color, 4);
} }
if (!printable) if (!printable) {
{
render_color[0] /= 4; render_color[0] /= 4;
render_color[1] /= 4; render_color[1] /= 4;
render_color[2] /= 4; render_color[2] /= 4;
@ -504,6 +518,21 @@ void GLVolume::render() const
bool GLVolume::is_sla_support() const { return this->composite_id.volume_id == -int(slaposSupportTree); } bool GLVolume::is_sla_support() const { return this->composite_id.volume_id == -int(slaposSupportTree); }
bool GLVolume::is_sla_pad() const { return this->composite_id.volume_id == -int(slaposPad); } bool GLVolume::is_sla_pad() const { return this->composite_id.volume_id == -int(slaposPad); }
#if ENABLE_ALLOW_NEGATIVE_Z
bool GLVolume::is_sinking() const
{
if (is_modifier)
return false;
const BoundingBoxf3& box = transformed_convex_hull_bounding_box();
return box.min(2) < 0.0 && box.max(2) >= 0.0;
}
bool GLVolume::is_below_printbed() const
{
return transformed_convex_hull_bounding_box().max(2) < 0.0;
}
#endif // ENABLE_ALLOW_NEGATIVE_Z
std::vector<int> GLVolumeCollection::load_object( std::vector<int> GLVolumeCollection::load_object(
const ModelObject *model_object, const ModelObject *model_object,
int obj_idx, int obj_idx,
@ -778,6 +807,9 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
shader->set_uniform("print_box.volume_world_matrix", volume.first->world_matrix()); shader->set_uniform("print_box.volume_world_matrix", volume.first->world_matrix());
shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower); shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>())); shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
#if ENABLE_ALLOW_NEGATIVE_Z
shader->set_uniform("sinking", volume.first->is_sinking());
#endif // ENABLE_ALLOW_NEGATIVE_Z
volume.first->render(); volume.first->render();
} }

View file

@ -453,6 +453,11 @@ public:
bool is_sla_support() const; bool is_sla_support() const;
bool is_sla_pad() const; bool is_sla_pad() const;
#if ENABLE_ALLOW_NEGATIVE_Z
bool is_sinking() const;
bool is_below_printbed() const;
#endif // ENABLE_ALLOW_NEGATIVE_Z
// Return an estimate of the memory consumed by this class. // Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const { size_t cpu_memory_used() const {
//FIXME what to do wih m_convex_hull? //FIXME what to do wih m_convex_hull?