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authorenricoturri1966 <enricoturri@seznam.cz>2020-04-22 17:29:07 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-04-22 17:29:07 +0300
commit7a0df4bcb487c6f6e6fd3d3505ee12a5416df368 (patch)
tree1f1ba5d30c67cc302c6e836f8107fcbc2027917a /resources
parent603f12856850a5a3109acd278efc5d6196f03eb4 (diff)
GCodeViewer -> Extrusion toolpaths colored by color print (wip) + visualization of tool changes, color changes, pause prints, custom gcodes + refactoring
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/colorchanges.fs45
-rw-r--r--resources/shaders/colorchanges.vs17
-rw-r--r--resources/shaders/customs.fs45
-rw-r--r--resources/shaders/customs.vs17
-rw-r--r--resources/shaders/pauses.fs45
-rw-r--r--resources/shaders/pauses.vs17
6 files changed, 186 insertions, 0 deletions
diff --git a/resources/shaders/colorchanges.fs b/resources/shaders/colorchanges.fs
new file mode 100644
index 000000000..fc81e487f
--- /dev/null
+++ b/resources/shaders/colorchanges.fs
@@ -0,0 +1,45 @@
+#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;
+//varying float world_normal_z;
+
+// 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;
+
+// // darkens fragments whose normal points downward
+// if (world_normal_z < 0.0)
+// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
+
+ gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
+}
diff --git a/resources/shaders/colorchanges.vs b/resources/shaders/colorchanges.vs
new file mode 100644
index 000000000..3b78a5970
--- /dev/null
+++ b/resources/shaders/colorchanges.vs
@@ -0,0 +1,17 @@
+#version 110
+
+varying vec3 eye_position;
+varying vec3 eye_normal;
+//// world z component of the normal used to darken the lower side of the toolpaths
+//varying float world_normal_z;
+
+void main()
+{
+ eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
+// eye_normal = gl_NormalMatrix * gl_Normal;
+// world_normal_z = gl_Normal.z;
+ gl_Position = ftransform();
+
+ gl_PointSize = 15.0;
+}
diff --git a/resources/shaders/customs.fs b/resources/shaders/customs.fs
new file mode 100644
index 000000000..fc81e487f
--- /dev/null
+++ b/resources/shaders/customs.fs
@@ -0,0 +1,45 @@
+#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;
+//varying float world_normal_z;
+
+// 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;
+
+// // darkens fragments whose normal points downward
+// if (world_normal_z < 0.0)
+// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
+
+ gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
+}
diff --git a/resources/shaders/customs.vs b/resources/shaders/customs.vs
new file mode 100644
index 000000000..45fa543f4
--- /dev/null
+++ b/resources/shaders/customs.vs
@@ -0,0 +1,17 @@
+#version 110
+
+varying vec3 eye_position;
+varying vec3 eye_normal;
+//// world z component of the normal used to darken the lower side of the toolpaths
+//varying float world_normal_z;
+
+void main()
+{
+ eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
+// eye_normal = gl_NormalMatrix * gl_Normal;
+// world_normal_z = gl_Normal.z;
+ gl_Position = ftransform();
+
+ gl_PointSize = 10.0;
+}
diff --git a/resources/shaders/pauses.fs b/resources/shaders/pauses.fs
new file mode 100644
index 000000000..fc81e487f
--- /dev/null
+++ b/resources/shaders/pauses.fs
@@ -0,0 +1,45 @@
+#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;
+//varying float world_normal_z;
+
+// 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;
+
+// // darkens fragments whose normal points downward
+// if (world_normal_z < 0.0)
+// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
+
+ gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
+}
diff --git a/resources/shaders/pauses.vs b/resources/shaders/pauses.vs
new file mode 100644
index 000000000..45fa543f4
--- /dev/null
+++ b/resources/shaders/pauses.vs
@@ -0,0 +1,17 @@
+#version 110
+
+varying vec3 eye_position;
+varying vec3 eye_normal;
+//// world z component of the normal used to darken the lower side of the toolpaths
+//varying float world_normal_z;
+
+void main()
+{
+ eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
+// eye_normal = gl_NormalMatrix * gl_Normal;
+// world_normal_z = gl_Normal.z;
+ gl_Position = ftransform();
+
+ gl_PointSize = 10.0;
+}