Commit Graph

81 Commits

Author SHA1 Message Date
enricoturri1966
1a47211bfc Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Textures rendering 2022-01-28 16:50:07 +01:00
enricoturri1966
eda55701a2 Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Background rendering 2022-01-28 11:30:04 +01:00
enricoturri1966
22f38235ea Tech ENABLE_GLBEGIN_GLEND_REMOVAL - 1st installment - Selection bounding box 2022-01-18 10:42:46 +01:00
enricoturri1966
cc2b8da6a4 #7461 - Use three floats for defining vertex normal to render travel toolpaths. This fixes a crash on NVIDIA Quadro graphics cards when turning on travel moves visibility in preview. 2021-12-14 13:53:37 +01:00
enricoturri1966
860f1b29f2 gouraud.fs shader - removed unused code 2021-12-01 12:37:39 +01:00
enricoturri1966
9561fd8cc6 Removed obsolete gouraud shader files 2021-11-16 12:56:08 +01:00
Lukáš Hejl
0f9a9de745 Fixed darker colors of objects inside multi-material gizmo when objects are mirrored. 2021-10-25 08:41:41 +02:00
enricoturri1966
2c0815f537 Fixed conflicts after merge with master and ported changes into gouraud shaders to gouraud_mod shaders 2021-10-19 11:27:11 +02:00
Lukáš Hejl
0c2d9f01a6 Fixed z-fighting between contour around the area selected by smart fill and painted triangles inside the FDM support painting gizmo. 2021-10-18 11:35:13 +02:00
Lukáš Hejl
b45675b4e1 Follow-up of 6194e67e68 - Separated the part that computed triangles normals and lighting inside the fragment shader into a separate shader mm_gouraud, which is only used for the multi-material painting gizmo. 2021-10-18 11:35:13 +02:00
enricoturri1966
cf380fb456 Tech ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS - Out of bed detection for circular printbeds 2021-09-21 13:51:57 +02:00
enricoturri1966
554aa70edc Follow-up of 9abebe5fbe - Modified shader gouraud_light_instanced.vs to be more Intel's cards friendly 2021-09-15 12:32:43 +02:00
enricoturri1966
9abebe5fbe Techs ENABLE_SEAMS_USING_MODELS and ENABLE_SEAMS_USING_BATCHED_MODELS - Fixed seams (and other options) zs to match toolpaths zs in preview 2021-09-08 13:04:43 +02:00
enricoturri1966
c797bed67d Changed vertex attributes syntax in gouraud_light_instanced.vs 2021-08-31 14:35:32 +02:00
enricoturri1966
876f9d5a99 Cleanup in shader gouraud_light_instanced.vs 2021-08-30 08:37:41 +02:00
enricoturri1966
39ec1a6318 Fixed conflicts after merge with master 2021-08-26 12:39:28 +02:00
enricoturri1966
2980418706 ENABLE_SEAMS_USING_INSTANCED_MODELS -> WIP: Render models using glDrawElementsInstanced 2021-08-26 12:37:55 +02:00
Lukáš Hejl
95e4ab9460 Fixed the issue that an object disappeared in a multi-material painting gizmo when the object was almost completely sunk under the bed.
Object disappearance was caused by calling glPolygonOffset for rendered triangles in the multi-material painting gizmo to resolve z-fighting between painted triangles and contours around selected areas using seed/bucket fill.
2021-08-26 12:08:21 +02:00
enricoturri1966
0b654e1518 Follow-up of 316d38807d -> Modified shader to work on (buggy) Intel graphics card 2021-08-24 11:23:33 +02:00
enricoturri1966
316d38807d Simplified shader printbed.vs 2021-08-19 11:54:41 +02:00
Lukáš Hejl
18cff61bd2 Reworked visualization of selected triangles by seed fill and bucket fill inside the multi-material painting gizmo. Now is drawn boundary around a selected area, and also all triangles inside the selected area are drawn with a darker color. 2021-08-10 21:38:48 +02:00
Lukáš Hejl
bad51cdb52 OSX specific: Fixed darker colors of objects inside multi-material gizmo on macOS running on Arm64 CPU.
For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. Because of this, objects had darker colors inside the multi-material gizmo.
Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
2021-08-02 14:59:03 +02:00
enricoturri1966
1f3252dd78 Revert of b140709fa8 and new implementation of fixing picking for sinking objects 2021-07-21 11:56:39 +02:00
enricoturri1966
b140709fa8 ENABLE_ALLOW_NEGATIVE_Z -> Fixed picking of sinking object 2021-07-20 11:02:04 +02:00
enricoturri1966
75a2d7620b Removed striped shading for sinking objects 2021-07-19 11:37:18 +02:00
Lukáš Hejl
6194e67e68 Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
2021-07-13 11:23:36 +02:00
Lukas Matena
2e24e689fa Grabbers and support points appearence tweaking, some refactoring 2021-05-28 16:44:13 +02:00
enricoturri1966
1c3090b11f Tech ENABLE_ALLOW_NEGATIVE_Z-> Layers height editing related fixes 2021-05-03 14:28:55 +02:00
enricoturri1966
628af89c4a Small refactoring into variable_layer_height.fs shader 2021-04-28 16:04:24 +02:00
enricoturri1966
8f385aac44 Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances 2021-04-22 13:18:36 +02:00
enricoturri1966
627b727463 Fixed gouraud fragment shader 2021-02-09 09:59:41 +01:00
Lukas Matena
cd1322ce3f FDM supports gizmo 'autoset by angle' improvements:
- Extra dialog for autosetting by angle in FDM supports gizmo was removed
- Highlighting facets by angle is now controlled by a slider in the main gizmo dialog
- User is allowed to paint even when using the slope highlighter
- The button to turn highlighted facets to blockers was removed, it made no sense
- Highlighted facets are now rendered in light blue
2021-02-08 17:49:36 +01:00
Vojtech Bubnik
2c8a92cacb Some shader compilers did not seemingly like #if XXX blocks
if XXX was not defined. Changed to #ifdef XXX.
2020-12-11 12:27:07 +01:00
Vojtech Bubnik
8d644fbcb6 1) Shader manager: Allow to override #defines programatically
when loading a shader file.
2) Conditional compilation of environmental mapping in gouraud.fs
   using 1)
2020-12-10 13:20:25 +01:00
enricoturri1966
e04c6a4d17 Fixed screen-size for point markers used to visualize retraction/unretractions and other options in preview 2020-11-16 10:29:54 +01:00
enricoturri1966
0f44caa99c ENABLE_SLOPE_RENDERING set as default
Slope rendering active only when using Gizmo FDM supports
2020-10-02 15:43:39 +02:00
enricoturri1966
af30a3ab7e Code cleanup 2020-08-27 09:13:30 +02:00
enricoturri1966
ba9c3a74ed GCodeViewer -> 1st iteration of rendering of extrude toolpaths as solid 2020-08-26 15:29:33 +02:00
enricoturri1966
ac8a6fccbe Renamed shaders 2020-08-25 08:12:28 +02:00
enricoturri1966
d91fc7b8ab ENABLE_GCODE_VIEWER -> Removed options_120_solid shader 2020-08-19 11:25:12 +02:00
enricoturri1966
69de5c8c9f GCodeViewer -> Pass vertex normal to shaders for toolpaths 2020-06-29 14:00:08 +02:00
enricoturri1966
aa14b42638 GCodeProcessor -> Added processing of gcode lines G0 2020-06-12 09:01:20 +02:00
enricoturri1966
7b33e780a2 Follow-up of 707268d41d -> Fixed typo 2020-06-01 09:11:16 +02:00
enricoturri1966
707268d41d ENABLE_GCODE_VIEWER -> Improvements in shaders for options 2020-06-01 08:55:44 +02:00
enricoturri1966
dcec684cc7 ENABLE_GCODE_VIEWER -> Refactoring of shaders for options 2020-05-29 12:29:04 +02:00
enricoturri1966
e9d57c932a Fixed conflicts after merge with master 2020-05-28 15:50:21 +02:00
enricoturri1966
c63e03c367 1st installment of tech ENABLE_ENVIRONMENT_MAP 2020-05-28 15:27:29 +02:00
enricoturri1966
9c8892c869 GCodeViewer -> Shaders code cleanup 2020-05-28 09:23:30 +02:00
enricoturri1966
0cb4a5ce56 GCodeViewer -> Improved depth detection in shader for options 2020-05-28 07:06:54 +02:00
enricoturri1966
35190936a3 GCodeViewer -> Newer version of shader for options 2020-05-27 16:19:40 +02:00