Commit Graph

100 Commits

Author SHA1 Message Date
enricoturri1966
76d1d4949b Tech ENABLE_GL_SHADERS_ATTRIBUTES - Added shaders for glsl version 140 2022-03-21 13:10:47 +01:00
enricoturri1966
d0d89a4d5b Tech ENABLE_GL_IMGUI_SHADERS - Render imgui using shaders 2022-03-14 09:04:44 +01:00
enricoturri1966
31c3952e2d Removed obsolete shaders 2022-03-08 12:50:00 +01:00
enricoturri1966
65b5af9561 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: variable_layer_height
2022-03-08 12:48:21 +01:00
enricoturri1966
dbdc272c4e Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: mm_gouraud
2022-03-08 11:17:34 +01:00
enricoturri1966
3e47253725 Follow-up of 66fa2b1e26 - Cleanup 2022-03-08 10:59:12 +01:00
enricoturri1966
66fa2b1e26 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: mm_contour
2022-03-08 10:57:43 +01:00
enricoturri1966
9fb350e3dd Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud
2022-03-07 15:31:23 +01:00
enricoturri1966
005fef7bf6 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat_texture
2022-03-07 09:45:29 +01:00
enricoturri1966
93610ebb02 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: printbed
2022-03-04 14:10:41 +01:00
enricoturri1966
4323b602f5 Code cleanup 2022-03-04 13:57:11 +01:00
enricoturri1966
44a00be329 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: toolpaths_cog
2022-03-04 13:50:31 +01:00
enricoturri1966
b84b6af32a Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: background
2022-03-04 13:30:21 +01:00
enricoturri1966
cdf3cb83b6 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light_instanced_attr - Instanced options in gcode preview
2022-03-04 12:46:01 +01:00
enricoturri1966
31013fb6df Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Refactoring of flat vertex shader
2022-03-04 08:54:23 +01:00
enricoturri1966
8315f43ed0 Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Bed axes
2022-03-03 09:21:52 +01:00
enricoturri1966
a5ff37013b Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 1st installment.
Shader: flat - Default bed
2022-02-28 10:41:01 +01:00
enricoturri1966
92aa6540f5 Tech ENABLE_SHOW_TOOLPATHS_COG - Show toolpaths center of gravity 2022-02-08 12:57:56 +01:00
enricoturri1966
6b041429f6 Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Removed Slic3r::GUI::GeometryBuffer from 3DBed.hpp and replaced with GLModel 2022-02-07 10:24:24 +01:00
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