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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-22 13:49:39 +08:00
big tryout
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@ -130,6 +130,8 @@ class ProcessSlicedLayersJob(Job):
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normals = this_poly.getNormals()
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all_normals.append(normals)
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# insert last element twice - fake converting line normals to vertex normals
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#all_normals.append(normals[-1:])
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this_layer.polygons.append(this_poly)
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@ -149,8 +151,24 @@ class ProcessSlicedLayersJob(Job):
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# layer_data.calculateNormals()
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_data._normals = numpy.concatenate(all_normals)
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# layer_data._normals = numpy.concatenate(all_normals)
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layer_mesh = layer_data.build()
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# normals = []
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# # quick and dirty normals calculation for 2d lines
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# for line_idx in range(len(layer_mesh._indices) // 2 - 1):
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# idx0 = layer_mesh._indices[line_idx]
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# idx1 = layer_mesh._indices[line_idx + 1]
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# x0 = layer_mesh._vertices[idx0][0]
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# y0 = layer_mesh._vertices[idx0][2]
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# x1 = layer_mesh._vertices[idx1][0]
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# y1 = layer_mesh._vertices[idx1][2]
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# dx = x1 - x0;
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# dy = y1 - y0;
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# normals.append([dy, 0, -dx])
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# normals.append([dy, 0, -dx])
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# layer_mesh._normals = numpy.array(normals)
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#from UM.Mesh.MeshData import calculateNormalsFromIndexedVertices
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#layer_mesh._normals = calculateNormalsFromIndexedVertices(layer_mesh._vertices, layer_mesh._indices, layer_mesh._face_count)
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if self._abort_requested:
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if self._progress:
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@ -16,6 +16,8 @@ vertex =
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec3 v_orig_vertex;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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@ -27,6 +29,8 @@ vertex =
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_orig_vertex = a_vertex.xyz;
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}
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geometry =
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@ -38,6 +42,7 @@ geometry =
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec3 v_orig_vertex[];
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out vec4 f_color;
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out vec3 f_normal;
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@ -50,6 +55,12 @@ geometry =
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vec3 g_normal;
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vec3 g_offset;
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vec3 g_vertex_delta;
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vec3 g_vertex_normal;
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float size = 3;
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/*
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delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
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if (length(delta) > 0.1) {
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@ -59,49 +70,71 @@ geometry =
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g_normal = vec3(delta.y, -delta.x, delta.z);
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g_offset = vec3(0.0, 0.0, 0.0);
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}
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//g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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*/
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//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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f_vertex = v_vertex[0];
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f_normal = v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position + g_offset;
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EmitVertex();
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g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
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g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
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if (length(g_vertex_normal) < 0.1) {
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g_vertex_normal = vec3(1.0, 0.0, 0.0);
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} else {
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g_vertex_normal = normalize(g_vertex_normal);
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}
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f_vertex = v_vertex[0];
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f_normal = -v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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f_normal = g_vertex_normal;
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gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = v_normal[1];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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f_normal = g_vertex_normal;
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gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
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EmitVertex();
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f_normal = vec3(0.0);
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gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
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EmitVertex();
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//f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_normal = vec3(0.0);
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gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
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EmitVertex();
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f_normal = -g_vertex_normal;
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gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
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EmitVertex();
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f_normal = -g_vertex_normal;
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gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
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EmitVertex();
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EndPrimitive();
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/*
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f_vertex = v_vertex[0];
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f_normal = -v_normal[0];
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f_normal = -g_vertex_normal;
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = v_normal[0];
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f_normal = g_vertex_normal;
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = -v_normal[0];
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f_normal = -g_vertex_normal;
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position - g_offset;
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EmitVertex();
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*/
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EndPrimitive();
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}
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@ -110,21 +143,38 @@ fragment =
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varying lowp vec3 f_normal;
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varying lowp vec3 f_vertex;
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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uniform highp vec3 u_lightPosition;
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void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
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{
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float lensqr = dot(mapping, mapping);
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if(lensqr > 1.0)
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discard;
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cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
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cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
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}
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void main()
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{
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vec3 cameraPos;
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vec3 cameraNormal;
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Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal);
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mediump vec4 finalColor = vec4(0.0);
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finalColor += f_color;
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(f_normal);
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//highp vec3 normal = normalize(f_normal);
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highp vec3 normal = normalize(cameraNormal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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finalColor += (NdotL * f_color);
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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@ -136,6 +186,7 @@ fragment =
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[defaults]
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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[bindings]
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