Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud
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@ -1,24 +1,15 @@
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#version 110
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#version 110
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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attribute vec3 v_position;
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attribute vec3 v_position;
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attribute vec2 v_tex_coord;
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attribute vec2 v_tex_coord;
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uniform mat4 view_model_matrix;
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 projection_matrix;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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varying vec2 tex_coord;
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varying vec2 tex_coord;
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void main()
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void main()
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{
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{
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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tex_coord = v_tex_coord;
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tex_coord = v_tex_coord;
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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// gl_Position = vec4(v_position, 1.0);
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// gl_Position = ftransform();
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// tex_coord = gl_MultiTexCoord0.xy;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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}
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}
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@ -40,7 +40,6 @@ varying vec2 intensity;
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uniform PrintVolumeDetection print_volume;
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uniform PrintVolumeDetection print_volume;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 eye_normal;
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@ -38,7 +38,6 @@ varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 eye_normal;
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@ -60,7 +59,6 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * gl_Vertex;
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world_pos = volume_world_matrix * gl_Vertex;
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77
resources/shaders/gouraud_attr.vs
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77
resources/shaders/gouraud_attr.vs
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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 SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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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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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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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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eye_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(eye_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, eye_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(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * vec4(v_position, 1.0);
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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@ -1097,7 +1097,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat_attr");
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat_attr");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat_attr");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat_attr");
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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assert(boost::algorithm::iends_with(shader->get_name(), "_attr"));
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#else
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#else
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
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@ -1140,14 +1140,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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shader->start_using();
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shader->start_using();
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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if (!volume.first->model.is_initialized())
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if (!volume.first->model.is_initialized())
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volume.first->model.set_color(volume.first->render_color);
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volume.first->model.set_color(volume.first->render_color);
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Transform3d matrix = view_matrix * volume.first->world_matrix();
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const Transform3d matrix = view_matrix * volume.first->world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("projection_matrix", 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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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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volume.first->render();
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volume.first->render();
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@ -1193,14 +1187,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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}
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if (m_show_sinking_contours) {
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if (m_show_sinking_contours) {
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@ -5523,7 +5523,11 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
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m_volumes.set_show_non_manifold_edges(!m_gizmos.is_hiding_instances() && m_gizmos.get_current_type() != GLGizmosManager::Simplify);
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m_volumes.set_show_non_manifold_edges(!m_gizmos.is_hiding_instances() && m_gizmos.get_current_type() != GLGizmosManager::Simplify);
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#endif // ENABLE_SHOW_NON_MANIFOLD_EDGES
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#endif // ENABLE_SHOW_NON_MANIFOLD_EDGES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud");
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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@ -86,7 +86,11 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// used to render objects in 3d editor
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// used to render objects in 3d editor
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("gouraud_attr", { "gouraud_attr.vs", "gouraud.fs" }
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#else
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_ENVIRONMENT_MAP
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif // ENABLE_ENVIRONMENT_MAP
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#endif // ENABLE_ENVIRONMENT_MAP
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@ -80,7 +80,11 @@ GLGizmoPainterBase::ClippingPlaneDataWrapper GLGizmoPainterBase::get_clipping_pl
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void GLGizmoPainterBase::render_triangles(const Selection& selection) const
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void GLGizmoPainterBase::render_triangles(const Selection& selection) const
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{
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{
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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auto* shader = wxGetApp().get_shader("gouraud_attr");
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#else
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auto* shader = wxGetApp().get_shader("gouraud");
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auto* shader = wxGetApp().get_shader("gouraud");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (! shader)
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if (! shader)
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return;
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return;
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shader->start_using();
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shader->start_using();
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@ -105,8 +109,16 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
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if (is_left_handed)
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glFrontFace(GL_CW));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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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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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(trafo_matrix.data()));
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glsafe(::glMultMatrixd(trafo_matrix.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// For printers with multiple extruders, it is necessary to pass trafo_matrix
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// For printers with multiple extruders, it is necessary to pass trafo_matrix
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// to the shader input variable print_box.volume_world_matrix before
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// to the shader input variable print_box.volume_world_matrix before
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@ -116,7 +128,9 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
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m_triangle_selectors[mesh_id]->render(m_imgui);
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m_triangle_selectors[mesh_id]->render(m_imgui);
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (is_left_handed)
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glFrontFace(GL_CCW));
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}
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}
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@ -907,7 +921,11 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
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auto* shader = wxGetApp().get_current_shader();
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auto* shader = wxGetApp().get_current_shader();
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if (! shader)
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if (! shader)
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return;
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return;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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assert(shader->get_name() == "gouraud_attr");
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#else
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assert(shader->get_name() == "gouraud");
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assert(shader->get_name() == "gouraud");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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ScopeGuard guard([shader]() { if (shader) shader->set_uniform("offset_depth_buffer", false);});
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ScopeGuard guard([shader]() { if (shader) shader->set_uniform("offset_depth_buffer", false);});
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shader->set_uniform("offset_depth_buffer", true);
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shader->set_uniform("offset_depth_buffer", true);
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for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color),
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for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color),
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