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authorenricoturri1966 <enricoturri@seznam.cz>2020-05-27 17:19:40 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-05-27 17:19:40 +0300
commit35190936a3fcca57376f30a9cafd8505c0ce508e (patch)
tree7f8f8606a59c0b0965392fa76bbb93d40d679331 /resources
parentaa04f0e555b1f8e073ec1383324d0e30b5c6da24 (diff)
GCodeViewer -> Newer version of shader for options
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/options_120_flat.fs (renamed from resources/shaders/options_120.fs)7
-rw-r--r--resources/shaders/options_120_flat.vs (renamed from resources/shaders/options_120.vs)0
-rw-r--r--resources/shaders/options_120_solid.fs88
-rw-r--r--resources/shaders/options_120_solid.vs14
-rw-r--r--resources/shaders/shells.fs13
-rw-r--r--resources/shaders/shells.vs42
6 files changed, 106 insertions, 58 deletions
diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120_flat.fs
index 90d417b6e..656eccd1d 100644
--- a/resources/shaders/options_120.fs
+++ b/resources/shaders/options_120_flat.fs
@@ -5,7 +5,7 @@ uniform vec3 uniform_color;
uniform float percent_outline_radius;
uniform float percent_center_radius;
-vec4 hard_color(float sq_radius)
+vec4 hardcoded_color(float sq_radius)
{
if ((sq_radius < 0.005625) || (sq_radius > 0.180625))
return vec4(0.5 * uniform_color, 1.0);
@@ -13,7 +13,7 @@ vec4 hard_color(float sq_radius)
return vec4(uniform_color, 1.0);
}
-vec4 custom_color(float sq_radius)
+vec4 customizable_color(float sq_radius)
{
float in_radius = 0.5 * percent_center_radius;
float out_radius = 0.5 * (1.0 - percent_outline_radius);
@@ -30,5 +30,6 @@ void main()
if (sq_radius > 0.25)
discard;
- gl_FragColor = custom_color(sq_radius);
+ gl_FragColor = customizable_color(sq_radius);
+// gl_FragColor = hardcoded_color(sq_radius);
}
diff --git a/resources/shaders/options_120.vs b/resources/shaders/options_120_flat.vs
index ebf7428c9..ebf7428c9 100644
--- a/resources/shaders/options_120.vs
+++ b/resources/shaders/options_120_flat.vs
diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs
new file mode 100644
index 000000000..68d0bd4ee
--- /dev/null
+++ b/resources/shaders/options_120_solid.fs
@@ -0,0 +1,88 @@
+// version 120 is needed for gl_PointCoord
+#version 120
+
+#define INTENSITY_CORRECTION 0.6
+
+// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
+const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
+#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SHININESS 20.0
+
+// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
+const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
+#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
+
+#define INTENSITY_AMBIENT 0.3
+
+uniform vec3 uniform_color;
+uniform float percent_outline_radius;
+uniform float percent_center_radius;
+
+// x = width, y = height
+uniform ivec2 viewport_sizes;
+uniform vec2 z_range;
+uniform mat4 inv_proj_matrix;
+
+varying vec3 eye_center;
+
+float radius = 0.5;
+// x = tainted, y = specular;
+vec2 intensity;
+
+vec3 eye_position_from_fragment()
+{
+ // Convert screen coordinates to normalized device coordinates (NDC)
+ vec4 ndc = vec4(
+ (gl_FragCoord.x / viewport_sizes.x - 0.5) * 2.0,
+ (gl_FragCoord.y / viewport_sizes.y - 0.5) * 2.0,
+ (gl_FragCoord.z - 0.5) * 2.0,
+ 1.0);
+
+ // Convert NDC throuch inverse clip coordinates to view coordinates
+ vec4 clip = inv_proj_matrix * ndc;
+ return (clip / clip.w).xyz;
+}
+
+vec3 eye_position_on_sphere(vec3 eye_fragment_position)
+{
+ vec3 eye_dir = normalize(eye_fragment_position);
+ float a = dot(eye_dir, eye_dir);
+ float b = 2.0 * dot(-eye_center, eye_dir);
+ float c = dot(eye_center, eye_center) - radius * radius;
+ float discriminant = b * b - 4 * a * c;
+ float t = -(b + sqrt(discriminant)) / (2.0 * a);
+ return t * eye_dir;
+}
+
+vec4 on_sphere_color(vec3 eye_on_sphere_position)
+{
+ vec3 eye_normal = normalize(eye_on_sphere_position - eye_center);
+
+ // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
+ // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
+ float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
+
+ intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
+ intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_on_sphere_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
+
+ // Perform the same lighting calculation for the 2nd light source (no specular applied).
+ NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
+
+ return vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, 1.0);
+}
+
+void main()
+{
+ vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
+ float sq_radius = dot(pos, pos);
+ if (sq_radius > 0.25)
+ discard;
+
+ vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
+
+// gl_FragDepth = eye_on_sphere_position.z;
+// gl_FragDepth = (eye_on_sphere_position.z - z_range.x) / (z_range.y - z_range.x);
+ gl_FragColor = on_sphere_color(eye_on_sphere_position);
+}
diff --git a/resources/shaders/options_120_solid.vs b/resources/shaders/options_120_solid.vs
new file mode 100644
index 000000000..0ad75003c
--- /dev/null
+++ b/resources/shaders/options_120_solid.vs
@@ -0,0 +1,14 @@
+#version 120
+
+uniform float zoom;
+// x = min, y = max
+uniform vec2 point_sizes;
+
+varying vec3 eye_center;
+
+void main()
+{
+ gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
+ eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ gl_Position = ftransform();
+}
diff --git a/resources/shaders/shells.fs b/resources/shaders/shells.fs
deleted file mode 100644
index 0c3388df7..000000000
--- a/resources/shaders/shells.fs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 110
-
-const vec3 ZERO = vec3(0.0, 0.0, 0.0);
-
-uniform vec4 uniform_color;
-
-// x = tainted, y = specular;
-varying vec2 intensity;
-
-void main()
-{
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
-}
diff --git a/resources/shaders/shells.vs b/resources/shaders/shells.vs
deleted file mode 100644
index bb9c144e6..000000000
--- a/resources/shaders/shells.vs
+++ /dev/null
@@ -1,42 +0,0 @@
-#version 110
-
-#define INTENSITY_CORRECTION 0.6
-
-// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
-const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
-#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
-#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
-#define LIGHT_TOP_SHININESS 20.0
-
-// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
-const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-#define INTENSITY_AMBIENT 0.3
-
-// x = tainted, y = specular;
-varying vec2 intensity;
-
-void main()
-{
- // First transform the normal into camera space and normalize the result.
- vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
-
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
- // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
- float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
-
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- intensity.y = 0.0;
-
- if (NdotL > 0.0)
- {
- vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- }
-
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- intensity.x += max(dot(normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
-
- gl_Position = ftransform();
-}