Commit Graph

120 Commits

Author SHA1 Message Date
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