diff options
author | enricoturri1966 <enricoturri@seznam.cz> | 2020-04-22 17:29:07 +0300 |
---|---|---|
committer | enricoturri1966 <enricoturri@seznam.cz> | 2020-04-22 17:29:07 +0300 |
commit | 7a0df4bcb487c6f6e6fd3d3505ee12a5416df368 (patch) | |
tree | 1f1ba5d30c67cc302c6e836f8107fcbc2027917a /resources | |
parent | 603f12856850a5a3109acd278efc5d6196f03eb4 (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.fs | 45 | ||||
-rw-r--r-- | resources/shaders/colorchanges.vs | 17 | ||||
-rw-r--r-- | resources/shaders/customs.fs | 45 | ||||
-rw-r--r-- | resources/shaders/customs.vs | 17 | ||||
-rw-r--r-- | resources/shaders/pauses.fs | 45 | ||||
-rw-r--r-- | resources/shaders/pauses.vs | 17 |
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; +} |