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
enricoturri1966
1d317489fd
GCodeViewer -> Temporary ImGui dialog for editing shaders parameters
2020-05-26 08:16:08 +02:00
enricoturri1966
1af798dbd7
DoubleSlider::Control thumb text rendered closer to the slider
2020-05-25 11:16:40 +02:00
enricoturri1966
1c826c063b
GCodeViewer refactoring and GLShaderProgram upgrade
2020-05-25 10:48:53 +02:00
enricoturri1966
314995fa0b
ENABLE_SHADERS_MANAGER set as default
2020-05-22 16:08:02 +02:00
enricoturri1966
4d05ec0856
GCodeViewer -> New shaders for options
2020-05-22 13:21:43 +02:00
enricoturri1966
c02a77d942
GCodeViewer -> Prototype for tool marker
2020-05-11 13:09:26 +02:00
enricoturri1966
a6ed1d817a
GCodeViewer -> Layers z slider wip
2020-04-27 11:44:29 +02:00
enricoturri1966
7a0df4bcb4
GCodeViewer -> Extrusion toolpaths colored by color print (wip) + visualization of tool changes, color changes, pause prints, custom gcodes + refactoring
2020-04-22 16:29:07 +02:00
enricoturri1966
dc3c5db9fe
GCodeViewer -> Use rgb instead of rgba colors
2020-04-20 13:44:14 +02:00
enricoturri1966
9c68abfb35
Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_gcode_viewer
2020-04-17 08:18:20 +02:00
enricoturri1966
61ab7bbebf
GCodeViewer -> Basic indexed rendering
2020-04-15 16:29:11 +02:00
enricoturri1966
cc774dece7
GCodeViewer -> Toggle visibility of shells
2020-04-15 14:31:39 +02:00
enricoturri1966
bc05ab985c
GCodeViewer -> Toggle visibility of travel paths, retractions and uretractions
2020-04-14 16:40:08 +02:00
enricoturri1966
c3eb65c461
Added class GCodeViewer -> basic render of gcode toolpaths using dedicated shaders
2020-04-14 10:02:08 +02:00
enricoturri1966
bac10311bc
Follow-up of c887ecfefa
-> Removed unneded assignements from shaders
2020-04-08 09:00:08 +02:00
enricoturri1966
c887ecfefa
Removed unneeded branching from shaders
2020-04-08 08:22:02 +02:00
enricoturri1966
0e2fba6d6f
Fixed bug in calculating the specular component of the color in shaders
2020-04-08 08:07:36 +02:00
Enrico Turri
f1ccd38258
Fixed shaders on Intel Cards - not allowed use of 'active' word
2020-03-31 12:51:50 +02:00
enricoturri1966
5378b18f18
ENABLE_SLOPE_RENDERING - Fixed fragment shader when the thresholds are identical
2020-03-16 08:35:13 +01:00
enricoturri1966
b36051af82
New tech ENABLE_SLOPE_RENDERING - 1st installment of rendering objects colored by facets slope
2020-03-13 15:09:07 +01:00
Enrico Turri
ba4bc8ac82
Render custom bed textures in png format on prusa beds
2019-07-19 09:18:09 +02:00
Enrico Turri
ed4b71eb15
Layers editing overlay rendering modified to use a texture drawn on a quad lying in a plane parallel to the camera viewport
2019-06-14 10:55:56 +02:00
bubnikv
566bb7041a
Optimization of the OpenGL shaders for clipping with clipping planes.
2019-04-12 11:01:53 +02:00
Lukas Matena
3a09f66e51
Fixed a literal in vertex shader that refused to compile on OSX
2019-04-08 16:05:18 +02:00
Lukas Matena
9b7857aaab
SLA gizmo clipping plane logic moved to fragment shader
...
This means the clipping now works again with both legacy and modern OpenGL
2019-04-08 10:31:16 +02:00
Enrico Turri
4b6ab84dbc
Code cleanup
2019-02-28 09:37:55 +01:00
Enrico Turri
44b2ca8182
2nd attempt to fix rendering of printbed svg textures on Mac
2019-02-28 09:04:17 +01:00
Enrico Turri
11fc849b1a
Printbed textures generated from svg files
2019-02-20 15:23:23 +01:00
Enrico Turri
e6369fe548
SLA slices preview - wip 3
2018-11-27 14:50:57 +01:00
Enrico Turri
550f6e307f
Faster gizmos update
2018-06-21 08:37:04 +02:00
Enrico Turri
7cff6ef6db
Shaders loaded from files
2018-05-21 13:08:02 +02:00