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author | Remco Burema <rburema@gmail.com> | 2021-07-25 23:26:59 +0300 |
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committer | Remco Burema <rburema@gmail.com> | 2021-07-25 23:26:59 +0300 |
commit | 96ca3b14170c7e3e8b1b13215a9e27ab32893f5e (patch) | |
tree | 332c1d3bfcaf5c09ec36842dc3d1fe8a27d62206 /plugins/SimulationView | |
parent | 87d3f6fd22a1c6bf6a32703da5b058fadca64c54 (diff) |
Handle render-range in shader.
Instead of re-uploading the mesh each time the range changes, handle the range in the shaders with the new draw-range parameters. This does however, mean the range has to be in vertices, not in elements. This necessitates some changes to the simulation-view, and some added bits deeper in the base code. Mainly, since each time the type of a line changes, there is an extra vertex, there needs to be a type-change count available to get from 'paths' to range indices.
Diffstat (limited to 'plugins/SimulationView')
-rw-r--r-- | plugins/SimulationView/SimulationPass.py | 11 | ||||
-rw-r--r-- | plugins/SimulationView/layers3d.shader | 18 | ||||
-rw-r--r-- | plugins/SimulationView/layers3d_shadow.shader | 16 |
3 files changed, 38 insertions, 7 deletions
diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index 506bc5a01d..740eeca47c 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -138,6 +138,7 @@ class SimulationPass(RenderPass): if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 + current_polygon_offset = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): # In the current layer, we show just the indicated paths @@ -151,18 +152,20 @@ class SimulationPass(RenderPass): if index >= polygon.data.size // 3 - offset: index -= polygon.data.size // 3 - offset offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon + current_polygon_offset += 1 continue # The head position is calculated and translated head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition() break break - if self._layer_view._minimum_layer_num > layer: - start += element_counts[layer] - end += element_counts[layer] + end += layer_data.getLayer(layer).lineMeshVertexCount() + if layer < self._layer_view._minimum_layer_num: + start = end # Calculate the range of paths in the last layer + type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0)) current_layer_start = end - current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice + current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count # This uses glDrawRangeElements internally to only draw a certain range of lines. # All the layers but the current selected layer are rendered first diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader index a0c93e146a..8428c02a56 100644 --- a/plugins/SimulationView/layers3d.shader +++ b/plugins/SimulationView/layers3d.shader @@ -25,6 +25,7 @@ vertex41core = in highp float a_extruder; in highp float a_prev_line_type; in highp float a_line_type; + in highp float a_vertex_index; in highp float a_feedrate; in highp float a_thickness; @@ -35,8 +36,9 @@ vertex41core = out lowp vec2 v_line_dim; out highp int v_extruder; out highp mat4 v_extruder_opacity; - out float v_prev_line_type; - out float v_line_type; + out highp float v_prev_line_type; + out highp float v_line_type; + out highp float v_index; out lowp vec4 f_color; out highp vec3 f_vertex; @@ -114,6 +116,7 @@ vertex41core = v_extruder = int(a_extruder); v_prev_line_type = a_prev_line_type; v_line_type = a_line_type; + v_index = a_vertex_index; v_extruder_opacity = u_extruder_opacity; // for testing without geometry shader @@ -137,6 +140,8 @@ geometry41core = uniform int u_show_infill; uniform int u_show_starts; + uniform highp vec2 u_drawRange; + layout(lines) in; layout(triangle_strip, max_vertices = 40) out; @@ -148,6 +153,7 @@ geometry41core = in mat4 v_extruder_opacity[]; in float v_prev_line_type[]; in float v_line_type[]; + in float v_index[]; out vec4 f_color; out vec3 f_normal; @@ -177,6 +183,10 @@ geometry41core = float size_x; float size_y; + if (u_drawRange[0] >= 0 && u_drawRange[1] >= 0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1])) + { + return; + } if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) { return; } @@ -374,12 +384,15 @@ u_max_feedrate = 1 u_min_thickness = 0 u_max_thickness = 1 +u_drawRange = [-1, -1] + [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position +u_drawRange = draw_range [attributes] a_vertex = vertex @@ -392,3 +405,4 @@ a_prev_line_type = prev_line_type a_line_type = line_type a_feedrate = feedrate a_thickness = thickness +a_vertex_index = vertex_index diff --git a/plugins/SimulationView/layers3d_shadow.shader b/plugins/SimulationView/layers3d_shadow.shader index 88268938c9..92ea43ad64 100644 --- a/plugins/SimulationView/layers3d_shadow.shader +++ b/plugins/SimulationView/layers3d_shadow.shader @@ -18,6 +18,7 @@ vertex41core = in highp vec2 a_line_dim; // line width and thickness in highp float a_extruder; in highp float a_line_type; + in highp float a_vertex_index; out lowp vec4 v_color; @@ -26,7 +27,8 @@ vertex41core = out lowp vec2 v_line_dim; out highp int v_extruder; out highp mat4 v_extruder_opacity; - out float v_line_type; + out highp float v_line_type; + out highp float v_index; out lowp vec4 f_color; out highp vec3 f_vertex; @@ -47,6 +49,7 @@ vertex41core = v_line_dim = a_line_dim; v_extruder = int(a_extruder); v_line_type = a_line_type; + v_index = a_vertex_index; v_extruder_opacity = u_extruder_opacity; // for testing without geometry shader @@ -67,6 +70,8 @@ geometry41core = uniform int u_show_skin; uniform int u_show_infill; + uniform highp vec2 u_drawRange; + layout(lines) in; layout(triangle_strip, max_vertices = 26) out; @@ -77,6 +82,7 @@ geometry41core = in int v_extruder[]; in mat4 v_extruder_opacity[]; in float v_line_type[]; + in float v_index[]; out vec4 f_color; out vec3 f_normal; @@ -106,6 +112,10 @@ geometry41core = float size_x; float size_y; + if (u_drawRange[0] >= 0 && u_drawRange[1] >= 0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1])) + { + return; + } if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) { return; } @@ -268,12 +278,15 @@ u_show_helpers = 1 u_show_skin = 1 u_show_infill = 1 +u_drawRange = [-1, -1] + [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position +u_drawRange = draw_range [attributes] a_vertex = vertex @@ -284,3 +297,4 @@ a_line_dim = line_dim a_extruder = extruder a_material_color = material_color a_line_type = line_type +a_vertex_index = vertex_index |