diff --git a/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py b/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py index d4d2ccf15e..64a55266e4 100644 --- a/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py +++ b/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py @@ -130,6 +130,8 @@ class ProcessSlicedLayersJob(Job): normals = this_poly.getNormals() all_normals.append(normals) + # insert last element twice - fake converting line normals to vertex normals + #all_normals.append(normals[-1:]) this_layer.polygons.append(this_poly) @@ -149,8 +151,24 @@ class ProcessSlicedLayersJob(Job): # layer_data.calculateNormals() # We are done processing all the layers we got from the engine, now create a mesh out of the data - layer_data._normals = numpy.concatenate(all_normals) + # layer_data._normals = numpy.concatenate(all_normals) layer_mesh = layer_data.build() + # normals = [] + # # quick and dirty normals calculation for 2d lines + # for line_idx in range(len(layer_mesh._indices) // 2 - 1): + # idx0 = layer_mesh._indices[line_idx] + # idx1 = layer_mesh._indices[line_idx + 1] + # x0 = layer_mesh._vertices[idx0][0] + # y0 = layer_mesh._vertices[idx0][2] + # x1 = layer_mesh._vertices[idx1][0] + # y1 = layer_mesh._vertices[idx1][2] + # dx = x1 - x0; + # dy = y1 - y0; + # normals.append([dy, 0, -dx]) + # normals.append([dy, 0, -dx]) + # layer_mesh._normals = numpy.array(normals) + #from UM.Mesh.MeshData import calculateNormalsFromIndexedVertices + #layer_mesh._normals = calculateNormalsFromIndexedVertices(layer_mesh._vertices, layer_mesh._indices, layer_mesh._face_count) if self._abort_requested: if self._progress: diff --git a/plugins/LayerView/layers.shader b/plugins/LayerView/layers.shader index 19f5c39e20..7bed3df795 100644 --- a/plugins/LayerView/layers.shader +++ b/plugins/LayerView/layers.shader @@ -16,6 +16,8 @@ vertex = varying highp vec3 v_vertex; varying highp vec3 v_normal; + varying highp vec3 v_orig_vertex; + void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; @@ -27,6 +29,8 @@ vertex = v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; + + v_orig_vertex = a_vertex.xyz; } geometry = @@ -38,6 +42,7 @@ geometry = in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; + in vec3 v_orig_vertex[]; out vec4 f_color; out vec3 f_normal; @@ -50,6 +55,12 @@ geometry = vec3 g_normal; vec3 g_offset; + vec3 g_vertex_delta; + vec3 g_vertex_normal; + + float size = 3; + + /* delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0); if (length(delta) > 0.1) { @@ -59,49 +70,71 @@ geometry = g_normal = vec3(delta.y, -delta.x, delta.z); g_offset = vec3(0.0, 0.0, 0.0); } - //g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); + g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); + */ //g_normal = normalize(vec3(delta.y, -delta.x, delta.z)); - f_vertex = v_vertex[0]; - f_normal = v_normal[0]; - f_color = v_color[0]; - gl_Position = gl_in[0].gl_Position + g_offset; - EmitVertex(); + g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0]; + g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x); + if (length(g_vertex_normal) < 0.1) { + g_vertex_normal = vec3(1.0, 0.0, 0.0); + } else { + g_vertex_normal = normalize(g_vertex_normal); + } f_vertex = v_vertex[0]; - f_normal = -v_normal[0]; f_color = v_color[0]; - gl_Position = gl_in[0].gl_Position - g_offset; + + f_normal = g_vertex_normal; + gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0); EmitVertex(); - f_vertex = v_vertex[1]; - f_normal = v_normal[1]; - f_color = v_color[1]; - gl_Position = gl_in[1].gl_Position + g_offset; + f_normal = g_vertex_normal; + gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0); + EmitVertex(); + + f_normal = vec3(0.0); + gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0); + EmitVertex(); + + //f_vertex = v_vertex[1]; + //f_color = v_color[1]; + + + f_normal = vec3(0.0); + gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0); + EmitVertex(); + + f_normal = -g_vertex_normal; + gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0); + EmitVertex(); + + f_normal = -g_vertex_normal; + gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0); EmitVertex(); EndPrimitive(); - + /* f_vertex = v_vertex[0]; - f_normal = -v_normal[0]; + f_normal = -g_vertex_normal; f_color = v_color[0]; gl_Position = gl_in[0].gl_Position - g_offset; EmitVertex(); f_vertex = v_vertex[1]; - f_normal = v_normal[0]; + f_normal = g_vertex_normal; f_color = v_color[1]; gl_Position = gl_in[1].gl_Position + g_offset; EmitVertex(); f_vertex = v_vertex[1]; - f_normal = -v_normal[0]; + f_normal = -g_vertex_normal; f_color = v_color[1]; gl_Position = gl_in[1].gl_Position - g_offset; EmitVertex(); + */ - EndPrimitive(); } @@ -110,21 +143,38 @@ fragment = varying lowp vec3 f_normal; varying lowp vec3 f_vertex; + uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform highp vec3 u_lightPosition; + void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal) + { + float lensqr = dot(mapping, mapping); + if(lensqr > 1.0) + discard; + + cameraNormal = vec3(mapping, sqrt(1.0 - lensqr)); + cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos; + } + void main() { + vec3 cameraPos; + vec3 cameraNormal; + + Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal); + mediump vec4 finalColor = vec4(0.0); - finalColor += f_color; + finalColor += u_ambientColor; - highp vec3 normal = normalize(f_normal); + //highp vec3 normal = normalize(f_normal); + highp vec3 normal = normalize(cameraNormal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); - finalColor += (NdotL * u_diffuseColor); + finalColor += (NdotL * f_color); finalColor.a = 1.0; gl_FragColor = finalColor; @@ -136,6 +186,7 @@ fragment = [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 +u_ambientColor = [0.3, 0.3, 0.3, 0.3] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] [bindings]