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authorenricoturri1966 <enricoturri@seznam.cz>2020-06-29 15:00:08 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-06-29 15:00:08 +0300
commit69de5c8c9fdb4e51e3b6d489f36b0b6227360770 (patch)
tree5a84019bdad9c37653e55a5e4cb7138d20f6b0e1 /resources
parentd41781f674bda00822d7950c021b8e47fd207985 (diff)
GCodeViewer -> Pass vertex normal to shaders for toolpaths
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/extrusions.fs40
-rw-r--r--resources/shaders/extrusions.vs11
-rw-r--r--resources/shaders/options_120_solid.fs2
-rw-r--r--resources/shaders/toolpaths.fs31
-rw-r--r--resources/shaders/toolpaths.vs21
-rw-r--r--resources/shaders/travels.fs40
-rw-r--r--resources/shaders/travels.vs11
7 files changed, 53 insertions, 103 deletions
diff --git a/resources/shaders/extrusions.fs b/resources/shaders/extrusions.fs
deleted file mode 100644
index 65db0667a..000000000
--- a/resources/shaders/extrusions.fs
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
-
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/extrusions.vs b/resources/shaders/extrusions.vs
deleted file mode 100644
index 8980f3944..000000000
--- a/resources/shaders/extrusions.vs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
- gl_Position = ftransform();
-}
diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs
index 4719ff96a..4480d7b14 100644
--- a/resources/shaders/options_120_solid.fs
+++ b/resources/shaders/options_120_solid.fs
@@ -84,6 +84,6 @@ void main()
vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
- gl_FragDepth = fragment_depth(eye_on_sphere_position);
+// gl_FragDepth = fragment_depth(eye_on_sphere_position);
gl_FragColor = on_sphere_color(eye_on_sphere_position);
}
diff --git a/resources/shaders/toolpaths.fs b/resources/shaders/toolpaths.fs
new file mode 100644
index 000000000..13f60c0a8
--- /dev/null
+++ b/resources/shaders/toolpaths.fs
@@ -0,0 +1,31 @@
+#version 110
+
+// 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);
+const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
+
+// x = ambient, y = top diffuse, z = front diffuse, w = global
+uniform vec4 light_intensity;
+uniform vec3 uniform_color;
+
+varying vec3 eye_position;
+varying vec3 eye_normal;
+
+float intensity;
+
+void main()
+{
+ vec3 normal = normalize(eye_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. Take the abs value to light the lines no matter in which direction the normal points.
+ float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
+
+ intensity = light_intensity.x + NdotL * light_intensity.y;
+
+ // Perform the same lighting calculation for the 2nd light source.
+ NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
+ intensity += NdotL * light_intensity.z;
+
+ gl_FragColor = vec4(uniform_color * light_intensity.w * intensity, 1.0);
+}
diff --git a/resources/shaders/toolpaths.vs b/resources/shaders/toolpaths.vs
new file mode 100644
index 000000000..34d141bfe
--- /dev/null
+++ b/resources/shaders/toolpaths.vs
@@ -0,0 +1,21 @@
+#version 110
+
+varying vec3 eye_position;
+varying vec3 eye_normal;
+
+vec3 world_normal()
+{
+ // the world normal is always parallel to the world XY plane
+ // the x component is stored into gl_Vertex.w
+ float x = gl_Vertex.w;
+ float y = sqrt(1.0 - x * x);
+ return vec3(x, y, 0.0);
+}
+
+void main()
+{
+ vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
+ gl_Position = gl_ModelViewProjectionMatrix * world_position;
+ eye_position = (gl_ModelViewMatrix * world_position).xyz;
+ eye_normal = gl_NormalMatrix * world_normal();
+}
diff --git a/resources/shaders/travels.fs b/resources/shaders/travels.fs
deleted file mode 100644
index 65db0667a..000000000
--- a/resources/shaders/travels.fs
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
-
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/travels.vs b/resources/shaders/travels.vs
deleted file mode 100644
index 8980f3944..000000000
--- a/resources/shaders/travels.vs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
- gl_Position = ftransform();
-}