ENABLE_GCODE_VIEWER -> Removed options_120_solid shader

This commit is contained in:
enricoturri1966 2020-08-19 11:25:12 +02:00
parent af200e47c1
commit d91fc7b8ab
5 changed files with 5 additions and 112 deletions

View file

@ -1,89 +0,0 @@
// version 120 is needed for gl_PointCoord
#version 120
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
uniform vec3 uniform_color;
uniform ivec4 viewport;
uniform float point_size;
uniform mat4 inv_proj_matrix;
varying vec3 eye_center;
// x = tainted, y = specular;
vec2 intensity;
float radius = 0.5 * point_size;
vec3 eye_position_from_fragment()
{
// Convert screen coordinates to normalized device coordinates (NDC)
vec4 ndc = vec4((gl_FragCoord.x / viewport.z - 0.5) * 2.0,
(gl_FragCoord.y / viewport.w - 0.5) * 2.0,
(gl_FragCoord.z - 0.5) * 2.0,
gl_FragCoord.w);
// Convert NDC throuch inverse clip coordinates to view coordinates
vec4 clip = inv_proj_matrix * ndc;
return clip.xyz;
}
vec3 eye_position_on_sphere(vec3 eye_fragment_position)
{
vec3 eye_dir = normalize(eye_fragment_position);
float a = dot(eye_dir, eye_dir);
float b = 2.0 * dot(-eye_center, eye_dir);
float c = dot(eye_center, eye_center) - radius * radius;
float discriminant = b * b - 4 * a * c;
float t = -(b + sqrt(discriminant)) / (2.0 * a);
return t * eye_dir;
}
vec4 on_sphere_color(vec3 eye_on_sphere_position)
{
vec3 eye_normal = normalize(eye_on_sphere_position - eye_center);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_on_sphere_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
return vec4(intensity.y + uniform_color.rgb * intensity.x, 1.0);
}
float fragment_depth(vec3 eye_pos)
{
vec4 clip_pos = gl_ProjectionMatrix * vec4(eye_pos, 1.0);
float ndc_depth = clip_pos.z / clip_pos.w;
return ((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth + gl_DepthRange.near + gl_DepthRange.far) / 2.0;
}
void main()
{
vec2 pos = (gl_PointCoord - 0.5) * 2.0;
float radius = length(pos);
if (radius > 1.0)
discard;
vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
// gl_FragDepth = fragment_depth(eye_on_sphere_position);
gl_FragColor = on_sphere_color(eye_on_sphere_position);
}

View file

@ -1,14 +0,0 @@
#version 120
uniform float zoom;
uniform float point_size;
uniform float near_plane_height;
varying vec3 eye_center;
void main()
{
eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
gl_PointSize = (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w;
}

View file

@ -2479,8 +2479,8 @@ void GCodeViewer::render_statistics() const
void GCodeViewer::render_shaders_editor() const
{
auto set_shader = [this](const std::string& shader) {
unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract);
unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Custom_GCode);
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;
}
@ -2497,7 +2497,6 @@ void GCodeViewer::render_shaders_editor() const
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::RadioButton("1.20 solid (spheres)", &m_shaders_editor.points.shader_version, 2);
ImGui::TreePop();
}
@ -2505,7 +2504,6 @@ void GCodeViewer::render_shaders_editor() const
{
case 0: { set_shader("options_110"); break; }
case 1: { set_shader("options_120_flat"); break; }
case 2: { set_shader("options_120_solid"); break; }
}
if (ImGui::TreeNode("Options")) {

View file

@ -33,7 +33,7 @@ class GCodeViewer
CustomGCodes
};
// vbo buffer containing vertices data for a specific toolpath type
// vbo buffer containing vertices data used to rendder a specific toolpath type
struct VBuffer
{
enum class EFormat : unsigned char
@ -65,7 +65,7 @@ class GCodeViewer
void reset();
};
// ibo buffer containing indices data for a specific toolpath type
// ibo buffer containing indices data (triangles) used to render a specific toolpath type
struct IBuffer
{
// ibo id

View file

@ -35,10 +35,8 @@ std::pair<bool, std::string> GLShadersManager::init()
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
// used to render options in gcode preview
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) {
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" });
valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" });
}
// used to render extrusion and travel paths in gcode preview
valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" });
// used to render objects in 3d editor