Code cleanup

This commit is contained in:
enricoturri1966 2020-08-27 09:13:30 +02:00
parent 88b6835258
commit af30a3ab7e
6 changed files with 4 additions and 146 deletions

View File

@ -5,8 +5,7 @@ uniform vec4 uniform_color;
uniform float percent_outline_radius; uniform float percent_outline_radius;
uniform float percent_center_radius; uniform float percent_center_radius;
vec4 calc_color(float radius, vec4 color)
vec4 customizable_color(float radius, vec4 color)
{ {
return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ? return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
vec4(0.5 * color.rgb, color.a) : color; vec4(0.5 * color.rgb, color.a) : color;
@ -19,5 +18,5 @@ void main()
if (radius > 1.0) if (radius > 1.0)
discard; discard;
gl_FragColor = customizable_color(radius, uniform_color); gl_FragColor = calc_color(radius, uniform_color);
} }

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@ -8,11 +8,8 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
uniform vec4 light_intensity; uniform vec4 light_intensity;
uniform vec4 uniform_color; uniform vec4 uniform_color;
varying vec3 eye_position;
varying vec3 eye_normal; varying vec3 eye_normal;
float intensity;
void main() void main()
{ {
vec3 normal = normalize(eye_normal); vec3 normal = normalize(eye_normal);
@ -21,7 +18,7 @@ void main()
// Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points. // Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points.
float NdotL = abs(dot(normal, LIGHT_TOP_DIR)); float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
intensity = light_intensity.x + NdotL * light_intensity.y; float intensity = light_intensity.x + NdotL * light_intensity.y;
// Perform the same lighting calculation for the 2nd light source. // Perform the same lighting calculation for the 2nd light source.
NdotL = abs(dot(normal, LIGHT_FRONT_DIR)); NdotL = abs(dot(normal, LIGHT_FRONT_DIR));

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@ -1,6 +1,5 @@
#version 110 #version 110
varying vec3 eye_position;
varying vec3 eye_normal; varying vec3 eye_normal;
vec3 world_normal() vec3 world_normal()
@ -16,6 +15,5 @@ void main()
{ {
vec4 world_position = vec4(gl_Vertex.xyz, 1.0); vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * world_position; gl_Position = gl_ModelViewProjectionMatrix * world_position;
eye_position = (gl_ModelViewMatrix * world_position).xyz;
eye_normal = gl_NormalMatrix * world_normal(); eye_normal = gl_NormalMatrix * world_normal();
} }

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@ -57,7 +57,6 @@
// Enable G-Code viewer // Enable G-Code viewer
#define ENABLE_GCODE_VIEWER (1 && ENABLE_2_3_0_ALPHA1) #define ENABLE_GCODE_VIEWER (1 && ENABLE_2_3_0_ALPHA1)
#define ENABLE_GCODE_VIEWER_STATISTICS (0 && ENABLE_GCODE_VIEWER) #define ENABLE_GCODE_VIEWER_STATISTICS (0 && ENABLE_GCODE_VIEWER)
#define ENABLE_GCODE_VIEWER_SHADERS_EDITOR (0 && ENABLE_GCODE_VIEWER)
#define ENABLE_GCODE_VIEWER_DATA_CHECKING (0 && ENABLE_GCODE_VIEWER) #define ENABLE_GCODE_VIEWER_DATA_CHECKING (0 && ENABLE_GCODE_VIEWER)
#define ENABLE_GCODE_RENDER_EXTRUSION_AS_TRIANGLES (1 && ENABLE_GCODE_VIEWER) #define ENABLE_GCODE_RENDER_EXTRUSION_AS_TRIANGLES (1 && ENABLE_GCODE_VIEWER)

View File

@ -504,9 +504,6 @@ void GCodeViewer::render() const
#if ENABLE_GCODE_VIEWER_STATISTICS #if ENABLE_GCODE_VIEWER_STATISTICS
render_statistics(); render_statistics();
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
render_shaders_editor();
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
} }
bool GCodeViewer::is_toolpath_move_type_visible(EMoveType type) const bool GCodeViewer::is_toolpath_move_type_visible(EMoveType type) const
@ -1385,18 +1382,8 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
void GCodeViewer::render_toolpaths() const void GCodeViewer::render_toolpaths() const
{ {
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
float point_size = m_shaders_editor.points.point_size;
std::array<float, 4> light_intensity = {
m_shaders_editor.lines.lights.ambient,
m_shaders_editor.lines.lights.top_diffuse,
m_shaders_editor.lines.lights.front_diffuse,
m_shaders_editor.lines.lights.global
};
#else
float point_size = 0.8f; float point_size = 0.8f;
std::array<float, 4> light_intensity = { 0.25f, 0.7f, 0.75f, 0.75f }; std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f };
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
const Camera& camera = wxGetApp().plater()->get_camera(); const Camera& camera = wxGetApp().plater()->get_camera();
double zoom = camera.get_zoom(); double zoom = camera.get_zoom();
const std::array<int, 4>& viewport = camera.get_viewport(); const std::array<int, 4>& viewport = camera.get_viewport();
@ -1411,13 +1398,8 @@ void GCodeViewer::render_toolpaths() const
auto render_as_points = [this, zoom, point_size, near_plane_height, set_uniform_color](const TBuffer& buffer, EOptionsColors color_id, GLShaderProgram& shader) { auto render_as_points = [this, zoom, point_size, near_plane_height, set_uniform_color](const TBuffer& buffer, EOptionsColors color_id, GLShaderProgram& shader) {
set_uniform_color(Options_Colors[static_cast<unsigned int>(color_id)], shader); set_uniform_color(Options_Colors[static_cast<unsigned int>(color_id)], shader);
shader.set_uniform("zoom", zoom); shader.set_uniform("zoom", zoom);
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
shader.set_uniform("percent_outline_radius", 0.01f * static_cast<float>(m_shaders_editor.points.percent_outline));
shader.set_uniform("percent_center_radius", 0.01f * static_cast<float>(m_shaders_editor.points.percent_center));
#else
shader.set_uniform("percent_outline_radius", 0.0f); shader.set_uniform("percent_outline_radius", 0.0f);
shader.set_uniform("percent_center_radius", 0.33f); shader.set_uniform("percent_center_radius", 0.33f);
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
shader.set_uniform("point_size", point_size); shader.set_uniform("point_size", point_size);
shader.set_uniform("near_plane_height", near_plane_height); shader.set_uniform("near_plane_height", near_plane_height);
@ -1597,21 +1579,6 @@ void GCodeViewer::render_legend() const
} }
case EItemType::Circle: case EItemType::Circle:
{ {
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
ImVec2 center(0.5f * (pos.x + pos.x + icon_size), 0.5f * (pos.y + pos.y + icon_size));
if (m_shaders_editor.points.shader_version == 1) {
draw_list->AddCircleFilled(center, 0.5f * icon_size,
ImGui::GetColorU32({ 0.5f * color[0], 0.5f * color[1], 0.5f * color[2], 1.0f }), 16);
float radius = 0.5f * icon_size * (1.0f - 0.01f * static_cast<float>(m_shaders_editor.points.percent_outline));
draw_list->AddCircleFilled(center, radius, ImGui::GetColorU32({ color[0], color[1], color[2], 1.0f }), 16);
if (m_shaders_editor.points.percent_center > 0) {
radius = 0.5f * icon_size * 0.01f * static_cast<float>(m_shaders_editor.points.percent_center);
draw_list->AddCircleFilled(center, radius, ImGui::GetColorU32({ 0.5f * color[0], 0.5f * color[1], 0.5f * color[2], 1.0f }), 16);
}
}
else
draw_list->AddCircleFilled(center, 0.5f * icon_size, ImGui::GetColorU32({ color[0], color[1], color[2], 1.0f }), 16);
#else
ImVec2 center(0.5f * (pos.x + pos.x + icon_size), 0.5f * (pos.y + pos.y + icon_size)); ImVec2 center(0.5f * (pos.x + pos.x + icon_size), 0.5f * (pos.y + pos.y + icon_size));
if (m_buffers[buffer_id(EMoveType::Retract)].shader == "options_120") { if (m_buffers[buffer_id(EMoveType::Retract)].shader == "options_120") {
draw_list->AddCircleFilled(center, 0.5f * icon_size, draw_list->AddCircleFilled(center, 0.5f * icon_size,
@ -1623,7 +1590,6 @@ void GCodeViewer::render_legend() const
} }
else else
draw_list->AddCircleFilled(center, 0.5f * icon_size, ImGui::GetColorU32({ color[0], color[1], color[2], 1.0f }), 16); draw_list->AddCircleFilled(center, 0.5f * icon_size, ImGui::GetColorU32({ color[0], color[1], color[2], 1.0f }), 16);
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
break; break;
} }
@ -2175,11 +2141,7 @@ void GCodeViewer::render_legend() const
auto add_option = [this, append_item](EMoveType move_type, EOptionsColors color, const std::string& text) { auto add_option = [this, append_item](EMoveType move_type, EOptionsColors color, const std::string& text) {
const TBuffer& buffer = m_buffers[buffer_id(move_type)]; const TBuffer& buffer = m_buffers[buffer_id(move_type)];
if (buffer.visible && buffer.indices.count > 0) if (buffer.visible && buffer.indices.count > 0)
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
append_item((m_shaders_editor.points.shader_version == 0) ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text);
#else
append_item((buffer.shader == "options_110") ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text); append_item((buffer.shader == "options_110") ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text);
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
}; };
// options section // options section
@ -2652,68 +2614,6 @@ void GCodeViewer::render_statistics() const
} }
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
void GCodeViewer::render_shaders_editor() const
{
auto set_shader = [this](const std::string& shader) {
unsigned char begin_id = buffer_id(EMoveType::Retract);
unsigned char end_id = buffer_id(EMoveType::Custom_GCode);
for (unsigned char i = begin_id; i <= end_id; ++i) {
m_buffers[i].shader = shader;
}
};
ImGuiWrapper& imgui = *wxGetApp().imgui();
Size cnv_size = wxGetApp().plater()->get_current_canvas3D()->get_canvas_size();
imgui.set_next_window_pos(static_cast<float>(cnv_size.get_width()), 0.5f * static_cast<float>(cnv_size.get_height()), ImGuiCond_Once, 1.0f, 0.5f);
imgui.begin(std::string("Shaders editor (DEV only)"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize);
if (ImGui::CollapsingHeader("Points", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::TreeNode("GLSL version")) {
ImGui::RadioButton("1.10 (low end PCs)", &m_shaders_editor.points.shader_version, 0);
ImGui::RadioButton("1.20 flat (billboards) [default]", &m_shaders_editor.points.shader_version, 1);
ImGui::TreePop();
}
switch (m_shaders_editor.points.shader_version)
{
case 0: { set_shader("options_110"); break; }
case 1: { set_shader("options_120"); break; }
}
if (ImGui::TreeNode("Options")) {
ImGui::SliderFloat("point size", &m_shaders_editor.points.point_size, 0.5f, 3.0f, "%.2f");
if (m_shaders_editor.points.shader_version == 1) {
ImGui::SliderInt("% outline", &m_shaders_editor.points.percent_outline, 0, 50);
ImGui::SliderInt("% center", &m_shaders_editor.points.percent_center, 0, 50);
}
ImGui::TreePop();
}
}
if (ImGui::CollapsingHeader("Lines", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::TreeNode("Lights")) {
ImGui::SliderFloat("ambient", &m_shaders_editor.lines.lights.ambient, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat("top diffuse", &m_shaders_editor.lines.lights.top_diffuse, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat("front diffuse", &m_shaders_editor.lines.lights.front_diffuse, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat("global", &m_shaders_editor.lines.lights.global, 0.0f, 1.0f, "%.2f");
ImGui::TreePop();
}
}
ImGui::SetWindowSize(ImVec2(std::max(ImGui::GetWindowWidth(), 600.0f), -1.0f), ImGuiCond_Always);
if (ImGui::GetWindowPos().x + ImGui::GetWindowWidth() > static_cast<float>(cnv_size.get_width())) {
ImGui::SetWindowPos(ImVec2(static_cast<float>(cnv_size.get_width()) - ImGui::GetWindowWidth(), ImGui::GetWindowPos().y), ImGuiCond_Always);
wxGetApp().plater()->get_current_canvas3D()->set_as_dirty();
wxGetApp().plater()->get_current_canvas3D()->request_extra_frame();
}
imgui.end();
}
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
bool GCodeViewer::is_travel_in_z_range(size_t id) const bool GCodeViewer::is_travel_in_z_range(size_t id) const
{ {
const TBuffer& buffer = m_buffers[buffer_id(EMoveType::Travel)]; const TBuffer& buffer = m_buffers[buffer_id(EMoveType::Travel)];

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@ -289,35 +289,6 @@ class GCodeViewer
}; };
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
struct ShadersEditor
{
struct Points
{
int shader_version{ 1 };
float point_size{ 0.8f };
int percent_outline{ 0 };
int percent_center{ 33 };
};
struct Lines
{
struct Lights
{
float ambient{ 0.25f };
float top_diffuse{ 0.7f };
float front_diffuse{ 0.75f };
float global{ 0.75f };
};
Lights lights;
};
Points points;
Lines lines;
};
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
public: public:
struct SequentialView struct SequentialView
{ {
@ -402,9 +373,6 @@ private:
#if ENABLE_GCODE_VIEWER_STATISTICS #if ENABLE_GCODE_VIEWER_STATISTICS
mutable Statistics m_statistics; mutable Statistics m_statistics;
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
mutable ShadersEditor m_shaders_editor;
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
std::array<float, 2> m_detected_point_sizes = { 0.0f, 0.0f }; std::array<float, 2> m_detected_point_sizes = { 0.0f, 0.0f };
public: public:
@ -475,9 +443,6 @@ private:
#if ENABLE_GCODE_VIEWER_STATISTICS #if ENABLE_GCODE_VIEWER_STATISTICS
void render_statistics() const; void render_statistics() const;
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
void render_shaders_editor() const;
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
bool is_visible(ExtrusionRole role) const { bool is_visible(ExtrusionRole role) const {
return role < erCount && (m_extrusions.role_visibility_flags & (1 << role)) != 0; return role < erCount && (m_extrusions.role_visibility_flags & (1 << role)) != 0;
} }