Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light_instanced_attr - Instanced options in gcode preview
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4 changed files with 63 additions and 2 deletions
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resources/shaders/gouraud_light_instanced_attr.vs
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resources/shaders/gouraud_light_instanced_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 INTENSITY_AMBIENT 0.3
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// vertex attributes
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// instance attributes
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attribute vec3 i_offset;
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attribute vec2 i_scales;
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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 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 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
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vec4 eye_position = view_model_matrix * world_position;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_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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gl_Position = projection_matrix * eye_position;
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}
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@ -676,7 +676,11 @@ void GCodeViewer::init()
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#if !DISABLE_GCODEVIEWER_INSTANCED_MODELS
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if (wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
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buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::InstancedModel;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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buffer.shader = "gouraud_light_instanced_attr";
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#else
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buffer.shader = "gouraud_light_instanced";
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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buffer.model.model.init_from(diamond(16));
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buffer.model.color = option_color(type);
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buffer.model.instances.format = InstanceVBuffer::EFormat::InstancedModel;
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@ -3158,7 +3162,6 @@ void GCodeViewer::render_toolpaths()
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int normal_id = -1;
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const bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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if (use_attributes) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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@ -1083,7 +1083,11 @@ void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instance
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GLShaderProgram* shader = wxGetApp().get_current_shader();
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr || !boost::algorithm::iends_with(shader->get_name(), "_instanced_attr"))
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#else
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if (shader == nullptr || !boost::algorithm::iends_with(shader->get_name(), "_instanced"))
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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return;
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// vertex attributes
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@ -56,8 +56,12 @@ std::pair<bool, std::string> GLShadersManager::init()
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// used to render printbed
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valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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// used to render options in gcode preview
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3))
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
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valid &= append_shader("gouraud_light_instanced", { "gouraud_light_instanced.vs", "gouraud_light_instanced.fs" });
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("gouraud_light_instanced_attr", { "gouraud_light_instanced_attr.vs", "gouraud_light_instanced.fs" });
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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// used to render extrusion and travel paths as lines in gcode preview
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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// used to render objects in 3d editor
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